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Weekend Reading: Tales from Journal Land

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Here are your Journal Land entries from the period of 8/9 - 8/16

Stop by and check out new Journal Land authors BensBucketGames, eljuko and Oberon_Command!

Project Updates

  • Evolution - studentTeacher is trying to design his engine but having trouble doing so without over-thinking and doing to much up-front planning
  • The Bag of Holding - ApochPiQ details some more Epoch optimizations that have brought the language's performance back up, and does a quick and dirty comparison against similar C++ code to see which is fastest
  • DMD 'Ware - polyfrag does a boatload of research on numbers needed to simulate a city, like the average person uses 281.32 gallons of gasoline per year, and about 350 MW is generated per coal plant generation unit. Also a link to the current game build
  • Undead Castle Dev Journal - afliii has another example of the type of in-game text players can find and read to help immerse themselves more in the game world
  • Designing: The Game and Its Content - sunandshadow continues to flesh out the design for her MMO project, using various design templates to describe the basics of the game
  • Journal of EDI - EDI will be releasing 0.11 of Revel Immortal this coming week, and already has had 0.10 out since the start of this week. Also some general updates on the game
  • Squared'D's Journal - Squared'D has been working on the high-level design of his game engine, and details the architecture of the various libraries (many third-party like RakNet and AngelScript)
  • Meatsack's Workshop Journal - Meatsack details the benefits that have come out of the social campaign put on for his project Super Gunball
  • Beals Software - Programmer16's weekly update (now at the start of the week) includes a video of gameplay from the Seeking Imagination - Battle Arena's prototype - and also reminders of the Facebook contest and indie spotlight
  • Mikkel Staunsholm - staunsholm made an HTML5 version of a popular iOS party game called Spaceteam, which you can check out online. He also talks about some of the tools used to get the game running
  • Radioactive-Software - dgreen02 has some more updates from Killing Horizon, including a look at new animations, AI information with debug views, prototype levels and concept art

    Game Dev Stuffs

    • Somewhere in space - AaronWizardstar has a great rundown of how hit points aren't always the best idea for abstracting combat damage and starts to lay out an alternate way to handle your player character getting wounded
    • Richards Software Ramblings - ericrrichards22 talks about geometry shader billboards with SlimDX and DirectX 11, based off the book "Introduction to 3D Game Programming with Direct3D 11.0" from Frank Luna
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