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Not dead...



From small ideas....

Posted by , in LLVM, Lua 12 January 2011 - - - - - - · 278 views
LLVM, Lua
Some time ago now I had an idea for a game which spawned from reading about a perticular graphics technique in GPU Gems 3.
I decided early on with the game idea that I wanted to target DX11 hardware and multi-core CPUs only; mostly because I was under no illusion about a fast release time and partly because I decided I wanted things to look nice thus a DX11 card was pretty much a must.

This then lead to my deciding to build the game, more or less from the ground up, by myself. This was never going to be an 'engine' thing, more a set of code required to make the game I could see in my head happen. After some playing around I decided that, in order to support scaling across cores, I would use Intel's TBB as my 'core' around which the game would be built. This is easy enough to do it's just a matter of getting into the 'task based' mindset and being mindful of your data flow in order to get the most from the cpu.

However, while large chunks of the game would be done in C++ (because as much as I like C# sometimes I just love to hack on C++) various pieces of logic could be 'soft coded' in script form with no problem. Well, apart from one; concurrency.

My scripting language of choice has been, for some time now, Lua; I like the lightness of the language, the speed of the language and the synxtax of the language. While I can work with Python and others something about Lua drags me back. The problem is Lua has some thread safety issues even when executing different contexts on different threads.

The first problem I came across was the function recursion count; basically Lua only lets you go so deep, but as the inc/dec on this wasn't protected.. well.. bang!

I "fixed" that by shifting the count out to the thread state from the global state, all seemed good... right up until the first GC cycle at which point... bang!

At this point I admitted defeat on the Lua front and took a look at some other languages however between them I couldn't find something I liked. GameMonkey script came close however no dice.

About that point I went mad and decided 'sod this, I'll do it myself...' and with that I've decided to build my own LLVM backend'd system using Lua-like syntax and features.

The aim is, once up and running, to extend it with a few game specific features (and probably a few stolen from other languages such as GMScript and Squirrel) and generally make it awesome.

No time scale is planned on this front, mostly because work is a bit mad right now but this is where I've ended up after a coming up with a game idea..


Really, not dead...

Posted by , 12 October 2010 - - - - - - · 208 views

So, I'm really not dead... which at least doesn't make this journal title a lie [grin]

It's been quite a busy few months for me, getting used to work, getting used to living in more than one room and getting used to being 100% single again (which I shant bang on about).

Work wise things are going well, nicely entrenched in the rendering team at Codies and enjoying it even with the hard work. In fact compared to the last place I was at I've been more likely to stay late here which shows just how much I like it.

I've also managed to be the most unlucky guy on the team as my first commit of work took 3 weeks to get from my branch to main due to it constantly failing out on the publish system which tests the builds. The real kicker was it never failed in anything todo with my changes which were mostly shader and data related!

After alot of trying, searching and being unable to reproduce it on my branch the problem was finally tracked down to an assert handler which wasn't thread safe and my changes, which added extra data, were just enough to throw out the thread timing to cause it to hit the problem.

Talk about unlucky [sad]
Still, got it fixed, got it all published and got my work in [grin]

We are now in the final push to alpha, which was high lighted by my 54h week last week (normal week is just shy of 38h) which works out at 2 days over time. This week is looking to be much easier for me as I (currently) have no alpha critial work so I'm going to dial back the over time I think if only because its left me too burnt out to work on my own stuff at home.

I do have plans to do my own stuff at home, I want to do a space type shooter right now (although I have an RTS idea knocking about in my head as well), which will be purely DX11 and has come about thanks to listening to "Club Foot" by Kasabian too many times and an article in GPU Gems 3 about fluids on the GPU and using them for particle simulation.

I've so far only done some reading and found a free test model, I'm hoping this weekend I won't be too burnt out to do some work on it; if nothing else I need to kick a deferred renderer into life.

But yeah, not dead and still dreaming...
[grin]


Codemasters : Week 1

Posted by , 07 August 2010 - - - - - - · 189 views

So, the move last weekend went off without a hitch; well aside from the window getting a crack in it about 30mins after leaving Brighton but that at least gave me something to watch as it made slow progress down the screen while the satnav seemed todo its best to make us avoid the M25.

Last weekend was mostly spent watching TV, watching films and watch Babylon5 DVDs... in fact, the B5 DVDs would be a continuing theme during the week due to lack of internets and lack of desk to setup my PC properly [grin]

On the monday I dragged myself out of bed at 8am, got on a bus some 40mins later and arrived at Codemasters pretty close to 9am for my first day.

The openning section of said day was taken up with the normal admin type tasks before the 5 of us got taken to our respective studios/teams.

As previously mentioned I was joining the Action Studio, however at that point I had no idea what I would be doing, although given my curent background I assumed it would be some form of general coding.

So, I was slightly surprised and delighted when I discovered that I'd be working in the rendering team for the next Operation Flashpoint game [grin]

The rest of the week (apart from Thursday where I sat at home and waited for a desk) was spent installing things, getting code from Perforce and then working on a project to learn how their rendering system works.

By the end of the week I'd got something 'new' rendering on screen and understood how I'd gotten there so I was happy with the progress so far [smile]

The team themselves are a good bunch of people; helpful, friendly and a laugh which is alway good, so I think I'll enjoy my time working with them.

The week was finished off by me joining various people down the pub for a few(!) drinks before stagging to a bus stop and home.

All in all a good week and a good move [grin]

I'll just finish with a belated Thank You to everyone who wished me luck/well during the last few entries; much appricated guys [smile]


Moving, keep on moving...

Posted by , 29 July 2010 - - - - - - · 191 views

So, about 4 weeks ago it was about 4 weeks until I move... now in less around 48h I should be moved.

So, the catch up;

On monday I start work at Codemasters just outside Southam/Leamington Spa for their action studio. While its a shame to be leaving Brighton I'm looking forward to the change and working at a different studio.

The biggest hastle has been finding somewhere to live, however after 3 trips up and various false starts I finally found a place to live and got confirmation that I could have it yesterday (wednesday) ready for a move in on Saturday!

So, right now, what little hasn't been unpacked in the last 2 and a half years is being packed up (mostly new books and games it seems) ready to be put in a van and transported from Brighton to Southam on Saturday.

Intresting side note; Southam will be the furthest I've lived from the sea in my life. Ipswich wasn't too far away and Brighton is a seaside town, but Southam is pretty much central England so that'll be new.

So, that's the story so far...


Idleness.

Posted by , 04 July 2010 - - - - - - · 215 views

So, despite being on garden leave I've not really had much traction on my projects.

I blame IRC.
And Company of Heroes.
And the World Cup.
[grin]

So, what have I done?
Well, to start with I've broken a few things in the particle system. After I got the fading working I decided that I was processing too much data; after all each block of 4 particles used the same lifetime information so I was storing 4 times too much information for life and max life.

In trying to reduce this I've made a bit of a mess of the code and, somehow, broken the fading code and the life time code infact so I need to look into that.

I also decided that the method I had for configuring effectors for the particle systems was... poor. Each group of 4 particles was taking at least one indirection per effector and when this list doesn't change (or at least 'changes rarely') this isn't a good solution.

I do have the start of a solution however I'm going to keep quite on it until I've had a chance to a) fix the particle system and b) implement the idea.

I think its a good idea, its an idea I've not seen done yet and above all else its an idea I'd like to get working so that I can write an article about it, either to be book published or gd.net published, well see. (I feel its been too long since I've had my name in a book [grin]).

The other thing going on of late has been The Job Search.
I had an agency on the case, a very good agency in fact, and the guy I was talking to there managed to get me 8 interviews (phone and face to face) down in a very short period of time; and that was beyond what I thought I'd get as I thought I'd get 3, maybe 4, interview offers at most.

Most of those have resulted in "no go" for various good reasons.
I have, however, been offered a position. I won't say who just yet but this does mean that I do have a job in the near future.
Part of the reason for not saying is I'm currently waiting on the results of a face-to-face interview I had friday morning and to see if a 3rd (and final) company are going to want a face-to-face before I fully agree to anything.

What this does mean however is that, at some point, I'm going to have to quickly find somewhere to live as it looks like on the 31th of July I'm moving house to some other part of the country. As to where... well, we'll see how things go this week...

Still, 4 weeks until I move...
Madness.








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