HydroxicAcid

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About HydroxicAcid

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  1. Redesign of my website

    It looks pretty good in my opinion. I like the color scheme; it seems playful and friendly. You almost expect the site to have games on it. I don't like the fonts you chose as much, but they're readable and certainly bearable. The only real problems I have with the site: [list][*]The bookmarking buttons seem a little annoying, and since they're off to the side, most people probably won't even know they're there.[*]I don't like how the center column looks on a larger screen at all. It ends up having space between the sidebars and the center column, and it looks a little messy. Perhaps you should try making the entire thing centered.[/list]
  2. Refactoring and Component Based Game Design

    I had planned to have something substantial to show off by now, but unfortunately I spent most of my time this week refactoring a bunch of code. Since it was what I spent the most time on this week, I thought I'd write about how I am using Component Based Game Design. [size="3"]What is it? Component Based Game Design is a somewhat new idea that has grown in popularity over the past couple of years. In CBGD entities in a game world are defined as aggregates of components that provide different pieces of functionality. A ball, for example, might have a physics component for handling physics (duh) and a graphics component for displaying the ball onto the screen. In the ideal implementation each component is independent and provides specific functionality to the entity, and components can be toggled on and off at any time without having an effect on other systems in the game. [size="3"]What's so great about it? CBGD makes it much easier to add new objects to the game. To add a new object all I need to do is specify the properties of the object within its components. Continuing with the ball example, I might tell the physics component that it is a circle with a radius of 0.5 meters and a restitution, or bounciness, of 0.5. The ball will automatically start to respond to physics without any other instructions. [size="3"]How did I do it? I got a lot of the ideas about my implementation from this forum thread at GameDev.net. In my implementation components store the data relevant to their particular functionality, and other systems in the game do the real work. A PhysicsComponent, for example, only stores data about the entity's shape and material properties, and the PhysicsManager does the actual physics processing. I have found that this makes for a much more flexible system than one that relies on the components themselves to do all the work. [size="3"]Where can someone find out more? I have found a number of resources that talk about implementing this type of system in a game: Outboard component-based entity system architecture- the previously mentioned forum threadComponent based game engine design- look here for even more linksEvolve Your HierarchyA Data-Driven Game Object System Powerpoint Hopefully I'll have something exciting to show off by the end of this week. Thanks for reading! Reposted from my blog.
  3. Gettysburg: Armored Warfare, Dev. Diary [ Feb 16. 2011 ]

    This looks really great!
  4. First post - And then there were physics

    [font="Arial"]Repost from http://hydroxicacidgames.wordpress.com/.[/font] [size=2][font="Arial"]Hello out there to anyone who's reading, and welcome to my new blog! What is this? This blog is about my programming and game development experiences. I started this blog to showcase some of the things I am working on and to put a little piece of myself out on the internet. If you want to find out more about me, read my aptly named "About Me" page (if you can't find it, I probably haven't made it yet). So what are you working on? Recently I have been working on a 2D game that I've tentatively titled Meep Wars (do tentative titles go in italics?). Honestly, I haven't worked much of the game design out yet, but I think it will have characters that look like the guy in the image below, and I know that it's going to be epic. No, that's not a hat. Its a gun. Its cute, isn't it? Kind of? Come on, use your imagination. Did someone say physics? Recently I integrated the Farseer Physics Engine into my game engine. This was not a simple feat, let me tell you, because of both the dearth of documentation and the fact that I am using OpenTK as my graphics API. The Farseer folks, in their infinite wisdom, chose to use XNA's Vector2 class, which means that every time I want to interact with the physics engine I have to convert between OpenTK's Vector2 class and XNA's Vector2 class. To add additional complexity, the Farseer engine wants values between 0.1 and 10, so I have to scale back and forth between pixel and physics world coordinate systems. Fortunately, for your viewing pleasure, I have prevailed! Okay, so I haven't gotten triangles to work correctly yet. Whatever; circles and squares are all anyone really needs anyway. [media][/media] You can download the program here. Checkout the ReadMe for directions. It requires OpenGL drivers and .Net 4.0. Enjoy this mildly diverting entertainment! [/font]
  5. Ocean Rendering

    That looks incredible! I just want to jump into that video and relax on the beach. [img]http://public.gamedev.net/public/style_emoticons/default/cool.gif[/img]
  6. Video game source code

    Microsoft released Allegiance to the community, who have been making substantial modifications over the years. It can now be found at [url="http://www.freeallegiance.org/"]www.freeallegiance.org[/url].
  7. Works fine for me (also Win 7 and Google Chrome). It looks nice, but is there supposed to be lag between when a link is clicked and when it begins to scroll? I was a little concerned that it was not working at first. If this was intentional, decreasing the delay would probably be better.
  8. Perhaps the tutorials you have been reading were written before C# had automatic properties. It was not part of the language until version 3.0. Personally, I prefer to use the automatic properties unless I want to set a property to a default value without cluttering up the constructor.