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Member Since 13 Oct 2004
Offline Last Active Today, 04:18 PM

Topics I've Started

What happened to Taldren and Black9?

13 January 2015 - 04:15 PM


Just finished the book 'Game development and production' by Erik Bethke.

Now I wondered, the website www.taldren.com is offline, and the studio seems to be shut down and their game 'Black9' was appearantly terminated.


I'm curious if someone knows more about this? Just out of curiousity. I liked the book very much.

UML plugin for visual studio (2010)?

07 January 2015 - 03:54 PM

Hi folks,


Since I've been using VS 2010, I tried to generate a class diagram a lot of times.

But unfortunately without any luck so far..


Somehow in all my projects I end up with this error:

"An item with the same key has already been added'", and no class diagram as a result unsure.png


What I've noticed that in the class view in VS I also see my classes sometimes multiple times, my suspicion is that this is related to forward declarations and things like that. Here's an example:




I also tried generating dependency diagrams from within VS, using the Architecture menu and it's options.

In the end, non succesful.


Now my question(s):

- can I generate a nice class diagram with VS and somehow get rid of the error message above?

(without stopping to use forward declarations)

- are there any nice UML 'plugins' for VS 2010 which you have good experience with?


Any input is appreciated.

Following the process v.s. direct bug fixing

06 January 2015 - 04:06 PM


I'm currently working on my 2nd gaming, doing it fully 'by the book' this time.
Last week I met my First Playable milestone and got everything implemented according to plan, started working on Alpha now.

My question is about bug fixing.


Say you do some play testing with the first playable release and your find bugs.

Of course your register them somewhere to follow up.


But now I'm struggling;

1 - first continue on Alpha development

2 - finish known (blocking) bugs first and then continue


In the end it might not matter, because they need to be fixed anyway.

Just curious on how you'd handle this and on how studios/ the big guys handle this.


Normals/ lighting in a bundled mesh versus separate meshes

08 December 2014 - 02:22 PM


I was doing some tests and noticed that the lighting/ normals in my scene differ in the following 2 situations:


1 - 1 big mesh file, exported and rendered

2 - the mesh splitted into several sub objects, rendered one by one


The difference occurs with directional lighting (own engine).

Before digging into normal values etc., I'm curious if someone might have thoughts what could cause this?


Here's an example.


Rendered as 1 big mesh:



Same scene, but now the 'balls' are rendered as individual objects:




With objects rendered individually, the normal map is clearly better (clearer etc.)