I've been fairly busy with real life (aka Gears of War) yet again but I managed to find some time to do some quick memory and performance checks on my newly refactored engine.
I used the Fluid Studios memory manager again to check for memory leaks and such. I'm still amazed at this little library…
I used the Fluid Studios memory manager again to check for memory leaks and such. I'm still amazed at this little library…
In my continued goal of keeping my engine clean I've completed my initial documentation pass on the engine using doxygen. I now have the code running through cleanly with everything documented down to each parameter of each method. Now the correctness of those comments is still in question but I'…
Having a bunch of indies blog about "So you want to be an indie" was a great idea. All of them approached the topic from a different angle which was nice. It was also nice to know there are a bunch of people coming from the same place and working on the same things. Just having GDNet helps me a…
So real life has been getting in the way of my game dev stuff. We're going through a re-org at work which means working with new people and on new stuff. It wouldn't be half bad if it didn't take weeks to roll out. Once the decision gets made of who's working on what I think we should just all m…
After way too much time I've finally completed the refactoring of my engine to make it completely platform agnostic. I've got my small samples compiling against the new object model and plan to move Tiki Lounge Blackjack to the new object model as an excercise. I'm not sure I'm going to use that …
Gears of War rocks. I got my copy yesterday and stuck it in my 360 around 9pm. 3.5 hours later I looked at the clock for the first time. It is a gorgeous game that's also fun to play. But by far the best part is on-line co-op for the single player campaign. No more are we stuck sitting at home…
My engine shake up is taking way longer than I anticipated. I really am just moving things around in the object tree to add some interface-like base classes and I'm literally taking hours to do it. I had no idea how involved it would be to get this done. All I can say is that I hope it works fan…
We had the first GDNet gathering for the Seattle group yesterday and all in all I think it was a success. We had a total of 5 people show which was about 3 more than I originally expected. Everyone seemed to be into it and it was nice to put faces to names. Now the real task is keeping it going.…
Tomorrow I'm speaking at a school in Arizona. I gave them what the title of my talk would be about a month ago but I didn't really think about what content I'd cover. I started trying to put it together last night when I realized it wasn't going to be as easy as I thought. After much pondering a…
So I've been working on creating unit tests for a bunch of my engine. In doing so I realized that some of it was easier to test than the rest. The places that are easy to test utilize objects that are based on an abstract base class making it easy for me to create mock objects for testing purpose…
Not too much to talk about project wise this week. I finished the marketing work that I wanted to get done. I also started working on more unit tests around the core classes of my engine. My goal is to have all my non-platform specific objects unit tested in this current engine cleanup session. …
While going through my level design slog the thing that I learned about myself is that I miss coding when I don't do it for an extended period of time. With that in mind while I'm working on my marketing goals I'm also going to be working on getting my engine cleaned up.
The first step to future en…
The first step to future en…
I finished up fixing all of my known bugs today. I'm not going to be crazy enough to think that there aren't any left but I feel confident in the quality of the game right now and I'll make any more fixes that are needed as the bugs arise. I'm going to create some simple installers for the demo v…
A few weeks back I was in the middle of an ugly bug around loading wave files from memory. During that whole thing I found a number of bugs in my engine that didn't solve the problem but were bugs none the less. The most interesting was the fact that I forgot to make a number of my base classes h…
Haven't had an entry in a few days because there's nothing too exciting to talk about. I'm still fixing bugs and am down to just a few. The closer I get to 0 bugs the more little ones I keep finding to fix. The never finished problem is real. :) The bugs are getting smaller and less important s…
I'm deep into bug fixing mode right now. I don't have many and most of them are small but it's still nice to crush them.
One bug that I got around to today was more of a feature request. In the past if I couldn't successfully create an audio device my engine would handle it by popping up an erro…
One bug that I got around to today was more of a feature request. In the past if I couldn't successfully create an audio device my engine would handle it by popping up an erro…
Last night I found out about the game Defcon that just came out. For those who don't know about it yet check it out. It is amazing. I've been wanting to play this game for literally decades!! After the first time I saw the movie War Games I've been waiting for this game.
After decades of waiting…
After decades of waiting…
As I'm rapidly approaching the end of my current project I've started noticing a number of small fit and finish bugs that I want to fix. Up until now I'm pretty much ignored such things because there was always something bigger going on but now that I'm in the home stretch I want to clean them up.…
I finished up the last of my file I/O tweaks this morning. Just making sure all of my setting files are saved to the documents and settings area in Windows. With Vista coming out soon and the push to not have people running as admins all the time apps are no longer going to be able to just write …
Now that I feel like a real member of the indie game scene I've taken some time to step back and look at the scene as a whole. Originally I thought that there was a IGF and that was it celebrating indie games. As it is there seems to be a whole gaggle of indie games festivals. I recently entered…
For the past few days I've still been trying to figure out my DirectMusic issues and I have finally reached the real solution. I've gone through every possible scenario of what could be causing the bug but no fix seemed to solve the problem. It ends up the problem was that I assumed too much abou…
Well it ends up that my bug fix for the infernal sound problem isn't a fix after all. I've spent the last few days trying to narrow things down further as to when and where things are going wrong.
It ends up my initial thoughts of the DMusic loader failing were wrong. The call that fails is when I…
It ends up my initial thoughts of the DMusic loader failing were wrong. The call that fails is when I…
I think I have my audio problem from last night fixed. It ends up that the DMusic loader "tries" to help you out by caching data so you don't end up loading things over and over again. Seeing as I already have a resource manager that handles that it's not too much of a help for me. What's worse …
Today was all about getting audio files to load from an archive using PhysFS. Everything looked to be really straight forward and I had things up and running in about 30 minutes. I was overjoyed until I started testing the game and found that every once in a while my audio files were getting mixe…
Really it does. It's a great library that:
A). Just works. Compiled out of the box and works as documented with useful return codes and everything!!!
B). Does exactly what every game needs, packs resources into an archive!
So far I've added loading textures from an archive to my engine, and lo…
A). Just works. Compiled out of the box and works as documented with useful return codes and everything!!!
B). Does exactly what every game needs, packs resources into an archive!
So far I've added loading textures from an archive to my engine, and lo…
After what seems like ages of level work I'm finally back to real coding. I finished up the small positioning bugs in game and started working on integrating PhysFS into my engine. I've got the PhysFS code into my depot and building as a static lib. I've also started encapsulating it into a virt…
After getting in the level lay out groove I managed to finish up the remaining levels in record time. My target date for having them done was 10/6 so I'm a couple of weeks ahead now. I did find a couple more bugs while creating the levels so those fixes are up next. After that I may use some of …
Well I've reached the halfway point in my current goal of laying out the final 26 levels. I am now at a whopping 39 levels and going strong. I'm amazed at how easily new card layouts are flowing out of my brain. Hopefully the final 13 will flow just as well. I should be able to hit my target da…
Since getting my DS I have spent way too much time playing the damn thing. Not only does it take away from my coding time but I think I'm starting to get some kind of RSS problem in my right hand. :)
I've been sucked into Advanced Wars and Trauma Center. Both totally fun games that I would highly …
I've been sucked into Advanced Wars and Trauma Center. Both totally fun games that I would highly …
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