• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
  • entries
    625
  • comments
    1446
  • views
    1006495

R7 == Duke Nukem Forever?

Sign in to follow this  
Followers 0
ApochPiQ

124 views

Development on R7 today has been a mixed bag. At times it feels like I make one step forward and three steps back. The infix operator logic needed a complete rewrite, which has made it (and some peripherally related areas) much more robust - but at the cost of quite a bit of programming time. So I've spent my entire weekend thus far working on something that wasn't even on the task list.

As R7 has dragged out to much more of a prolonged affair than I ever intended, motivation has been steadily leaking away. There are times when it's hard to sit down and look at the code because I've spent so much time crawling towards the release. At the same time, though, the tantalizing nearness of completion makes it hard to think about anything else.

Epoch is unquestionably both the most difficult and most enjoyable project I've ever worked on. The only thing that's ever come close was the old Freon 2/7 realtime raytracing/global illumination system that I worked on several years ago. Epoch is a controlled substance. It provides a hell of a rush, a bewildering high, and only a slightly annoying crash at the end. Hacking through the midnight hours on this language is just ridiculously fun.

There's a lot of things I wish I had done differently in my life, and one of the big ones was abandoning the Freon project. Back in those days, I had predicted that within a few years we would see the end of major advances in scanline rasterization technology, and people would start exploring raytracing on the GPU to gain those next few shiny features. My plan at the time was to design a hardware system that could accelerate raytracing and global illumination, and use it alongside existing GPU systems as a sort of video coprocessor card.

I dropped that project for a variety of reasons; but the big one was that I had gone from working contract jobs whenever I felt like it, to holding not just one but two full-time programming jobs. I barely had time in the day to eat and sleep, let alone hack on a major project.

And I've regretted dropping Freon ever since.


So in a very real way, I'm trying to avoid repeating old mistakes. I don't want to burn out on Epoch and then discover in another year that someone else has accomplished what I set out to do. I don't necessarily have to be the first one (I'll settle for being the best one [wink]) but I'm completely committed to getting this language out there. If nothing else I think it will be an important benchmark of what kinds of features and power are needed in the next generation of programming languages.


But first things first. I have to get R7 done before I can get into the giant messy blob of awesome that will be R8. And in order to get R7 done, I have to do all of this jazz:

  • Integrate new features with the assembler and bytecode systems

  • Pop the parser stack correctly to improve error responses

  • Implement support for named lists

  • Implement allocators properly, remove hacked code

  • Fix some bugs in nested response map support

  • Improve syntax for initializing and accessing nested structures

  • Type validation with lists

  • Stack sanity checks when reducing infix expressions

  • Type validation for operate-assign ops (e.g. += and --)

  • Extend support for operate-assign ops to all numeric types

  • Implement concatenate-and-assign operator ;=

  • Improve validation of forked tasks (esp. when tracking the task name)

  • Perform complete code review for exception safety, documentation, code cleanliness, error handling robustness, and elimination of hardcoded strings/magic numbers

  • Complete code review of all example programs to ensure they use the latest syntax and features


As you can see, although a few things are marked off, there's a few newcomers as well. I have no idea how long I will continue in this pattern, but hopefully I'll start making net forward progress very soon.

Unfortunately for Epoch, my weekend involves having a Real Life, so I won't be able to hack straight through until Monday. I will be doing as much as I can cram into my schedule, though [smile]

0
Sign in to follow this  
Followers 0


0 Comments


There are no comments to display.

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