Read the original post on evolutional.co.uk
I've written fairly extensively in the past about how to use GameMonkey Script and develop with it in your games/applications. This time I'm going to look at how the library is put together, which is useful if you want to extend it like I've done or even j…
I've written fairly extensively in the past about how to use GameMonkey Script and develop with it in your games/applications. This time I'm going to look at how the library is put together, which is useful if you want to extend it like I've done or even j…
I used to blog exclusively on GameDev.net's journal system but now, like several others, I choose to blog on my own site and post back here with a link. I'm trying several ways of doing it to see which people prefer...
The first method is to post a link and brief excerpt of the article in the journ…
The first method is to post a link and brief excerpt of the article in the journ…
Read the original post at evolutional.co.uk
In my previous post I covered in some detail what the game Gravity Force 2 / Gravity Power was (or is, if you still play it). In the next few posts I'll be putting down some ideas about what a modern version could feature to bring it up to date whilst stil…
In my previous post I covered in some detail what the game Gravity Force 2 / Gravity Power was (or is, if you still play it). In the next few posts I'll be putting down some ideas about what a modern version could feature to bring it up to date whilst stil…
've recently been looking at an old project of mine that I've started and stopped several times over the years. The concept is simple, make a game that's inspired by the old Amiga game "Gravity Power / Gravity Force 2".
Force of Gravity
If you've not heard of GP/GF2 (as it shall be known herein), wel…
Force of Gravity
If you've not heard of GP/GF2 (as it shall be known herein), wel…
People have been crying out for a Syndicate remake for years now. Indeed, rumours are circulating that EA are working on one right now. One question that's been on my mind for some time is what would a modern Syndicate game look like? I'll come right out and say it - a straight remake of Syndicate …
So I've been interested in scripting for a while now. Obviously, the bulk of my work is around the little-known (but commercially used) GameMonkey Script.
Just recently I've been thinking more about Google's V8 javascript engine and whether it'd be useful in games. It's a JIT javascr…
Just recently I've been thinking more about Google's V8 javascript engine and whether it'd be useful in games. It's a JIT javascr…
I've been thinking that I should resurrect my personal site again, mainly so I have somewhere to dump odd and quirky ideas again. That said, this GameDev.net journal is probably also ideal for this.
I've been contemplating the traditional 4X style game as of late; games like Stars!, Master of Orion,…
I've been contemplating the traditional 4X style game as of late; games like Stars!, Master of Orion,…
Yeah, I stole phantom's journal title. I'm not scared of him! Much.
So 2009 has been a year of change and realisation for me. When I first set out in the year I was utterly determined to leave my 9-5 business world programming job and join the elite club of game developers. After a year of working o…
So 2009 has been a year of change and realisation for me. When I first set out in the year I was utterly determined to leave my 9-5 business world programming job and join the elite club of game developers. After a year of working o…
I sat down and came up with a couple of game ideas to get me going... started writing out one of them, the smallest in scope and quickly realised that whilst it was indeed small, it was pretty complicated in terms of the AI needed from the non-player agents. It's certainly achieveable, but as a fir…
Well, the develop conference is done and I've written up all the coverage and sent it along to Gaiiden, so I'm now looking around for something to do.
One thing I'm conscious of is that I've been coding in the games field for literally years now and have very little to show for it. Sure, I've worked…
One thing I'm conscious of is that I've been coding in the games field for literally years now and have very little to show for it. Sure, I've worked…
Well I'm heading down south tomorrow for the develop conference.
It's 3 days of game development goodness; the first day being specifically focussed on internet-based game development.
I've picked a mix of sessions, a load of cool stuff that should interest a few of you. You should be reading my ful…
It's 3 days of game development goodness; the first day being specifically focussed on internet-based game development.
I've picked a mix of sessions, a load of cool stuff that should interest a few of you. You should be reading my ful…
I've been looking more into shared virtual machines for use as a basis of a 'new' GameMonkey-like toy project.
Two are standing out so far; the LLVM and the ParrotVM. LLVM stands out due to it's low-level nature and JIT capabilities whereas Parrot is higher level and was specifically design for work…
Two are standing out so far; the LLVM and the ParrotVM. LLVM stands out due to it's low-level nature and JIT capabilities whereas Parrot is higher level and was specifically design for work…
I can't currently decide where to focus my attentions.
I have about 4 things I'd like to do;
1) Add a load of new features to GameMonkey Script's existing implementation (see previous post)
2) Finish my C# implementation of GameMonkey Script (the main work is to write the compiler)
3) Start looking and…
I have about 4 things I'd like to do;
1) Add a load of new features to GameMonkey Script's existing implementation (see previous post)
2) Finish my C# implementation of GameMonkey Script (the main work is to write the compiler)
3) Start looking and…
I've been thinking about what else I can do to extend GameMonkey Script - bearing in mind that this isn't actually my language, nor am I a maintainer of it - I'm simply one of the active community members with an interest in improving the language. The recent foreach extensions I added are nice and…
It's in, it's done... I've added the foreach extension to GameMonkey Script. I'm very pleased how it's turned out, actually.
There's two variants. The basic foreach() with a code block and one without the code block that stashes the items into a table.
There's two variants. The basic foreach() with a code block and one without the code block that stashes the items into a table.
foreach(item in items where())
{
// code
}
foreac…
After playing with LINQ for a bit in C#, it resurrected the old "Entity Database" idea I had a few years ago. This was a concept wherein every entity in the game could be queried and accessed from script. Like so many of my ideas, it got to the prototype phase and then suddenly stalled for whatever…
I've been messing about some more with indestructible tiles and have been wondering whether such things are better done using objects, either by a game entity or as an object tile layer. With an explicit object it'd give me more freedom to move it around and do things with it; it'd also be simpler …
">Last Video
The video above demonstrates the per-pixel destruction technique I'm using. It's a lot more efficient than the method I was using in my original prototype. The original version involved Texture2D's Get/Set and Color manipulation whenever a collision occurred. This was inefficient and…
The video above demonstrates the per-pixel destruction technique I'm using. It's a lot more efficient than the method I was using in my original prototype. The original version involved Texture2D's Get/Set and Color manipulation whenever a collision occurred. This was inefficient and…
Was messing around with pixel shaders last night and I'm not sure my original strategy for rendering destruction is correct.
The way it's currently set up is that the destroyed elements of visible screen are built into a Texture2D by hand (eg: by directly modifying the Color[] array). This is then u…
The way it's currently set up is that the destroyed elements of visible screen are built into a Texture2D by hand (eg: by directly modifying the Color[] array). This is then u…
">Finally got the YouTube Video Working. Captured with FRAPs and converted using VirtualDub. What a pain in the ass.
This video show the player moving (without gravity) and interacting with the tilemap. Surrounding the player is a large red square (actually 4 squares), these are the tiles that ar…
This video show the player moving (without gravity) and interacting with the tilemap. Surrounding the player is a large red square (actually 4 squares), these are the tiles that ar…
EDIT: Link removed til I can figure out YouTube
I've embedded the TileMap2D class library I created for XNA Tile Map creation/usage. It seems to work pretty well - I'm able to save a map in my editor and load it in my game. I've spent a bit of time writing code to test collisions of objects against …
I've embedded the TileMap2D class library I created for XNA Tile Map creation/usage. It seems to work pretty well - I'm able to save a map in my editor and load it in my game. I've spent a bit of time writing code to test collisions of objects against …
After struggling around with the XNA Mappy Loader on CodePlex I realised that the author had ported it in a way that was basically to use it as a simple viewer only - almost like a demonstration than an actual usable library.
So I started to modify it - then I came up against the problem of the inte…
So I started to modify it - then I came up against the problem of the inte…
The CodePlex project for accessing Mappy maps works to a degree, but it's a far cry from what would be ideal for using TileMaps from Mappy in XNA.
The first issue is that although Mappy embeds the graphics in the FMP format, the XNA library for it won't actually read these - you need the original gr…
The first issue is that although Mappy embeds the graphics in the FMP format, the XNA library for it won't actually read these - you need the original gr…
I got rather annoyed looking at ANTLR and Gold Parser - although the creation of the grammar is simple enough and well documented, I found that the runtime usage of it is either convoluted or simply unfathomable. So rather than waste any more time on it, I decided to roll my own.
I've been intereste…
I've been intereste…
Well, I fixed the stack frame bug - was very simple in the end. The Ackerman algorithm now works appropriately... the problem is now that the C# version of the code is approx 2.1 times slower than the native C++ version... which is frustrating, but understanding. [EDIT]I wonder if it's due to the C…
Damn, found a bug in the pushing/popping of stackframes. Looks like recursive calls suffer from a slight corruption in the stack - I should think it's easy enough to fix... will look tomorrow.
Have found ANTLR 3 and am playing around making a grammar for GM. Seems like it'd be fairly intuitive; I ju…
Have found ANTLR 3 and am playing around making a grammar for GM. Seems like it'd be fairly intuitive; I ju…
Well, I've implemented multiple threads which can be invoked with or without "this". Most of the operators for table, script, int and float are implemented. I've not yet added the basic operators for eq, neq and not that go for all other reference types (eg: user and function).
Now that I have threa…
Now that I have threa…
I have branching and equality tests done, which means loops, selection statements and so on all now work. I also implemented foreach on the table type (technically, it's a callback so can be implemented for any type).
I'm not happy how the tables are working internally. I might have to rip them to b…
I'm not happy how the tables are working internally. I might have to rip them to b…
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