Jump to content
  • entries
    383
  • comments
    1075
  • views
    353739

Mid-week update of not much interest

Sign in to follow this  
Trapper Zoid

169 views

Random Thought for the Day
My home desktop montior's been looking a little peaky lately. Hope it doesn't die on me soon; that monitor's been around for - what is it, six, seven years? While it might be time to look for an upgrade, I've grown attached to the old thing and would hate to have to replace it.


Development is not going as fast during the week as it did on the weekend. I've been a bit out of sorts and not thinking as straight as I should, so I tend to mentally drift off when programming. I'm also stuck on Blocky Man music; nothing I've tried seems to work. At least though things are moving now; I'm feeling much better about that. Guess I'll get more done on the weekend.

Part of why this present stage is so slow is the design of the graphics library is one of the more complicated bits, and I'm figuring out how it should go as I go along. Hence I tend to rewrite things a fair bit once I get uncomfortable with the way things are going. It's also a bit dry and dull in parts, but at least I know this is a one-time cost. Once I've got this engine finished, it should be much easier to write the Mark II version with a previous code base to work off. I'm also extremely slow when it comes to deciding on function names; I can never feel comfortable with anything I decide! Not sure how normal that is.

I'm also a bit worried about my present tendency to use singletons for most things, such as the logger, graphics and input systems. Well, the logger is pretty darn hard not to make a singleton as it's needed by everything, but the other ones it's debatable. I suppose I'm just a bit wary of global variables, although it this case it's a lot neater as everything is compartmentalised. For the Mark I engine I'm sure it's fine to do whatever the heck I want with singeltons to see if it'll be a problem.

The danger is the tendency to daydream about what the next project should be rather than work on finish this one. That's already started, of course, and I've got some good ideas recycled from the ones of the past. There's plenty of ideas that were scrapped because I wasn't quite ready for them from an art perspective; but now I'm a bit more comfortable with drawing so my range of possible games has increased. Also working with Blocky Man has left me hankering to try to some neo-retro arcade type games; the sorts of ones I'd have loved to have been able to make back in the eighties. But all that's got to wait until Ice Slider is finished, which is all the more reason to keep on at it!

One other issue I'm sure one of you can help me with is the size of OpenGL textures. At present I'm using OpenGL as the display mechanism for my 2D sprites, which I'm presently planning to use as sprite sheets, storing multiple images to one texture. However, I'm not sure what maximum size I should make these sheets. I'm (fairly) sure they have to be a power of 2 in dimension, but do most video cards these days support 256x256 or 512x512? And if I wanted bigger pictures (say for a logo or background), that'd mean I have to split them up into blocks, right?


One of things gamedev related things I'm doing (while I'm procrastinating over deciding function names) is reading through some of the latest books I bought. At present I'm skimming through "Designing Virtual Worlds" by Richard Bartle, which is an interesting book on world design for MUDs and various other multiplayer online worlds. I actually have no interest whatsoever in making a MMO game myself, but I am interested in how they are made from an academic game design perspective. I haven't read through much so far, and I'm skipping around a lot, but from the small bits I've read all I can think of - why the holy heck do so many people on these forums actually want to build one of these?! I knew the technical challenges were great, but the design challenges seem to be even greater (for example, just getting a working economy is a Herculean challenge), and even if you do a half-decent job you'll still have a significant proportion of your players hating your guts (just down to human nature).
Sign in to follow this  


8 Comments


Recommended Comments

At least you don't have a boolean variable called "havewebeenhitbysomethingyetandareweonfire".... no that I do or anything[wink]

Share this comment


Link to comment
Quote:
Original post by Sir Sapo
At least you don't have a boolean variable called "havewebeenhitbysomethingyetandareweonfire".... no that I do or anything[wink]

Not yet. I'd probably have that as (haveCollided && onFire), but I don't have much of an imagination for variable names [grin].

Share this comment


Link to comment
See, God hates singletons. That is why the Lemmingtons suffered a plague of Harsh Men. REPENT SINNER!

Share this comment


Link to comment
Quote:
Original post by jjd
See, God hates singletons. That is why the Lemmingtons suffered a plague of Harsh Men. REPENT SINNER!

Aw nuts! God practically is a singleton, so that's hardly fair!

Share this comment


Link to comment
Quote:
Original post by jjd
See, God hates singletons. That is why the Lemmingtons suffered a plague of Harsh Men. REPENT SINNER!


That has no bearing on some people [razz].

Share this comment


Link to comment
Quote:
Original post by Trapper Zoid
Quote:
Original post by jjd
See, God hates singletons. That is why the Lemmingtons suffered a plague of Harsh Men. REPENT SINNER!

Aw nuts! God practically is a singleton, so that's hardly fair!


Thou shalt have no other singletons before me!

Share this comment


Link to comment
Quote:
Original post by jjd
Thou shalt have no other singletons before me!

Sorry, but God's not a very well designed singleton, what with the functionality of the Holy Trinity tacked in. The "Ever Three and Ever One" aspects of the design make it very confusing.

Interesting tidbit: in ancient Hebrew the word for God is very similar to that for the word for the singleton pattern. That's why there's such a strong push against it: back in the time of Emperor Tiberius object oriented programmers would mistakenly get stoned to death for blasphemy.

Share this comment


Link to comment
Depending on your texture loading method you do not have to have power-of-2 textures -- I load several 48x48 textures in my game.

Also, the maximum size of textures is set by your video card and driver. You can query your card's capabilities from GL, but assume that 4096x4096 is the maximum texture size for modern video cards and 2048x2048 is the maximum texture size for GeForce 5-era cards.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!