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About Milkshake

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  1. Milkshake

    New direction

    It can certainly be a huge weight off your shoulders to get some clarity on what to do next ... though I'll admit I'm with Juan, I think Squishy would work really well on one of the touch devices. Still, a Thrust style game would kick some ass too - are you going retro with some stylish vector graphics?
  2. Milkshake

    Common code for 2D and 3D games

    I'm doing exactly what you're proposing (for exactly the same reason). I have a base game framework, which deals with lots of generic concepts like scene graphs, resource management, serialisation, scripting, rendering, materials, etc. There are all the standard 3d entities (meshes, skeletal animation, physics, etc); but then I've also got a shape with is a Sprite (that wraps up the underlying quad and makes sure it's screen aligned for you - this is literally 20 lines of code), and for a few of my "small" games I've even written some 2d versions of the physics/collision code to get better performance on the iPhone. The way it's written, all of the 2d entities can be mixed and matched with 3d - which is cool as it means the Sprites get used as the basis of the particle effects in 3d game, and the 2d games can leverage some of the 3d meshes/animation for fancier effects when they need them.
  3. Another option might be to move the tight loop inside the virtual function call (so pass the buffer of pixels/data to the virtual function, rather than one pixel at a time). Not sure if that's possible with the algorithm you're trying to implement or not.
  4. Milkshake


    But Squishy was looking awesome! I'm still in awe of the cool portals. I find it's nice to have a second "slow burn" project in the background that's a little broader in scope that I can ping-pong back to when I can't bring myself to work on the other one. I tend to try and have them be pretty different (e.g. an arcade action game vs an rpg kind of thing).
  5. Milkshake

    Moose Sighting

    I'm certainly excited to see him with a large semi-automatic weapon in his hands. Melon Golf has been an interesting experience: I would have made more working at McDonalds, but I'm really glad I did it. I think the whole App Store is a bit of a lottery really - but you obviously have to buy a ticket to have a chance of winning =)
  6. Milkshake

    Upgrading to VS 2010

    Just catching up on some journal reading ... you're editor looks awesome! Love the connection editor, and the fact you can see the non-scene elements in the editor - you're one step ahead of me!
  7. Milkshake

    Moose Sighting

    I have to admit, looking back at the original Moose images I posted up, they look a little, well, crap. I've kicked off another iPhone adventure, but am slowly skinning, rigging, UV mapping, and texturing the Moose in the background. I've only got the antlers and goatee left to do before I can start on his "Matrix" style clothes or some animation. Here's a quick screenshot of him in engine with shadows and SSAO - you loose some of the detail, but get some moodiness to make up for it: EDIT: the above image is crazy dark on my work machine - much more so than my laptop. Trying to work out where the gamma problem is, so I'd be interested to know how this looks to you - is it almost unreadably dark?
  8. Quote:Original post by cache_hit For reference, it's called Hungarian Notation. Check it out on Wikipedia. I used to use Hungarian Notation extensively, but I've since elimited it almost entirely from my code. I don't use prefixes at all anymore. The only thing I do now is use _ at the end of a class member. So "foo_" is a class member variable named foo, while "foo" is a local variable named foo. I can't remember where I picked up that notation, but that's exactly the same coding standard I use ... and I couldn't be happier with it. A double underscore is used for globals. I think I might have picked this up in a previous Java life?
  9. Milkshake


    Quote:Original post by O-san Looks neat! =) what 3D application have you created him in? He's modelled in Maya, which is my app of choice right now. The cow was made (many, many) years ago in Max. I've also picked up Z Brush as I had thoughts of doing some higher quality surfacing on him at one point - but I kind of like his character with the simple cartoony finish I think.
  10. Milkshake


    I've started to do some preliminary prototyping for my next project, and one of the things I need is (very basic) ragdolls. So over the next few entries we'll be following the buildup to get there. My first thought was that, given ragdolls are pretty complex animals, that I'd have some Ragdoll controller which just did everything, and have the physics code recognise it and do ragdoll stuff. This should make it super easy to switch them on/off, as you'd just enable/disable that controller. But obviously, this is a pretty specialised solution, and doesn't get me any closer to doing similar things like rope bridges, swinging signs, bobbing pony tails, wobbly trees, etc. So I parked that for a bit, and decided I'd start off by adding support for building generic physics systems in objects - and see how this handled ragdolls before adding anything ragdoll specific. Based on this, I've set about adding basic support for some simple constraints, starting with a ball joint. There's been a truly staggering amount of work behind the scenes to get them in (starting with re-writing the Constraint management system used for contacts to handle permanent constraints, and ending up having to re-write some nasty corners of portals and serialisation to handle serialisation of object references within other objects). But it all seems to be working now. Here's a little video of them in action. You can see that the switch is hooked up to drive the "strength" of the top constraint that attaches the block chain to the floating block, so that turning the switch on and off is like turning on a magnet. I added an "Elasticity" parameter to the constraint, which is why the block chain is a little bit springy. You can turn this off, but it doesn't feel quite a "fun" when they're totally instant and infinitely strong. The next step is to extend Skeletons so you can use constraints within the bones of a skeleton ... makes me feel sick just thinking about it really.
  11. Milkshake


    Nothing wrong with some Joe Camel =)
  12. Milkshake


    It's with great pleasure that I introduce to you the newest member of the Milkshake family: Moose! I haven't decided on a name for him. I'm writing games under the moniker Chocolate Moose Games - so perhaps he'll be called Chocolate. But I quite like a few other foods too, so we'll have to see how that turns out. As you can see, at this point, there's no texture on him ... and indeed, there's no UV mapping, no skeleton, no skinning, and no animation either - but as an initial mesh, I'm pretty happy with the volume and amount of character he has. Just for reference, here's the cow before and after texture so you can see how much (or rather how little) detail is actually in the underlying mesh. One of the things I've tried to do is make him in a more modular way than the cow so that I can use the base mesh to make other characters in the Moose family. I haven't decided how far I'll want to (read: be able to) push the varaitions on top of the one base mesh, but just with a few rough props you can get some pretty varied characters. Cheers!
  13. Milkshake

    Starting an indie game development company?

    I wouldn't get hung up on the Objective-C for the iPhone. I have maybe 3 Objective-C classes that wrap my C++ code and everything else is relatively portable C++. Where C# means Windows/XBox or bust.
  14. Milkshake

    Portal shaders

    That looks awesome! Those swirling cloud portals are genious!
  15. Milkshake

    Editorial bias

    Glad to hear you got the iPhone dev stuff sorted out ... does this mean we get iGlow =) The smash TV controls seems pretty popular right now too.
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