Jump to content
  • Advertisement


  • Content count

  • Joined

  • Last visited

Community Reputation

313 Neutral

About c-gibson-s

  • Rank
  1. c-gibson-s

    Macbook Pro Competition

    Hey Salsa...as always, I'm extremely impressed by your work. Nice job...I hope you win too. :)
  2. c-gibson-s

    Not really.

    My father and I have always had an express interest in cacti, for about as long as I can remember. My dad owns well over 350 different species of cacti and succulents. As much as I want them, I don't have any pictures of the swathes of cacti we have lying around the pad at the moment. I do, however, have a picture of my personal favorite cactus, affectionately called Bob. Behold...Bob. Bob has been with us for many moons. I have a new cacti that is currently adorning my room, and have yet to name him. I am going to take this opportunity to let you, the cgs development journal (I wish) reader, decide. I'll pick the best one, or something like that. Nothing vulgar please. Due to a slight bug in the matrix known as 'stupidity', my camera did not flash appropriately when my trigger finger fell. Therefore, it will be sacked. But I digress. Behold...______! That picture is like a ghetto-macro. I just switched my Canon PowerShot A520 to manual focus and did it myself. This camera has world-ending power I tell you. Takers? I give out free cookies.* For those curious few, I'm still chugging away at the MIDI controlled monster Christmas tree. I promise to get some form of pictures up here. It's actually really interesting. In other news, I've decided to attempt the impossible. I'm going to construct an OMGWTFBBQU-powered shoverboard. If you don't know what shoverboard is, then you need to start watching Rocketboom. Now. * - Terms and conditions apply. At this juncture in our quantum time space, there is no actual cookie.
  3. c-gibson-s


    Greetings my fellow developers. I've been super duper ubar busy with work recently, which includes a 'slew' of things programming and non-programming related. Quite unfortunately, none of them are game related though. Sadness. But before delving into that realm, I must comment on current games I am playing. The first that comes to mind is Final Fantasy XII. This game, without putting it too direct, is absolutely one of the best RPGs (if not any game) I've played in a long while. The details in the game are amazing. It's just extremely polished, and has gameplay to boot. One of the cooler features is the gambit system, where you can basically 'program' your party to attack, cure, defend, etc, and you don't have to do anything but intervene when someone screws up, which is rare. I'm extraordinarily impressed with this game. I'm also slowly crunching away at Shadow of the Colossus (finally...I know it's 'old'), and that's also a very interesting game. It's all bosses...there is nothing but 16 monoliths you have to fight. It's certainly out of the ordinary, and I love it. The scale of the game is monstrous (no pun intended). Right, back to business. I am currently working on programming a 40' MIDI controlled tree with about 81,000 lights on it. It's called the 'Living Christmas Tree', and the general idea is that you put 75 people on a 40' tall steel structure, decorate it with greenery and lights, and do cool designs with it through MIDI (not in that order of course). It's extremely hard to explain with words, but it's quite a project. The tree operates with 9 'tiers' (where people stand), with 9 blocks per tier, with six colors per block. My MacBook Pro interfaces with the system using MoTU's Digital Performer 5 and it's MIDI capability. While I can't really explain much of how it works, the tree is powered/controlled by a MidiLite system (here), which has about 82 dimmers that power six colors a piece. The computer sends MIDI commands to the MidiLite racks, which separate it into the proper tier and block, then powers it up at the appropriate brightness (as defined by the MIDI values). It's a little complicated, but extremely fun to play with. I'll try and get a video of the system in action and throw it up here somehow. It's still about two weeks off of getting finished, but I have a mouthful of pictures that I'll get up before too long. When that is finished, I am moving on to programming ('programming' being in the more traditional sense...code, not MIDI) a back end for my church's (I work at a church) website. The back end I am working on is for the new 'version' of the site (not the one behind that link above), which I also had the joy to design. It's much less sucky than the current one. Then I move on to a front/back end for databasing sermons and their correlating information (manuscripts, audio files, video files, transcripts, etc). It's all in PHP5 (thank the Lord), and will eventually be housed in a brand-spankin-new quad CPU Opteron box. I'm giddy with the speed. That's about it. I apologize for not having much game programming stuff down. It looks like I'm going to be doing a couple of flash games coming up here in a couple of months (read: 6 or 7) for our kid's website. Should be interesting. One other game of note, I ran into this game a couple of weeks ago, and am admittedly addicted. It's extremely kiddy, but the mechanics of the game are simple and do what games should do: be fun. Check it out if you get a chance. Until next time my friends - cgs
  4. c-gibson-s

    WFG for teh win!

    Right so, the powers that be gave me permission to do some theory stuff regarding what I'm working on over at Wildfire Games. The project is called 0 AD, and is a RTS game based on civilizations from 500 BC to 500 AD. You can check it out at teh website, or check out some very awesome screenies at teh screenie viewor!!1. Moving on, our entity system, ground up. Our base system consists of an extremely stripped down engine (known as Pyrogenesis) that brings in all the game data through .xml and our javascript code. This is done to make the game heavily data driven, so everyone and their dog can build on top of it without modifying base code. The javascript portion is handled through Mozilla's SpiderMonkey (an excellent library I might add), and the XML is parsed through what I believe to be a proprietary parsing system. I could be wrong on that one. Anyway, we handle game entities as such. First, there are three master entity types - Gaia, Structure, and Unit. Gaia is just that...earthy things. Flora and fauna if you will. Structures are your building entities and their defensive values - this includes walls, towers, civic centers, etc. Buildings can be destroyed (or rebuilt), and hence, have defensive (and in garrisoning buildings, a =+ effect on offensive abilities) properties. Unit entities are basically anything that belongs to a player that is not a building. Ships, special units, basic infantry and calvary, etc. The XML system works under a heirarchical tree structure. Because the unit entity type is the largest, I'll use it for example. It starts with template_unit.xml. This is the base XML file that all units, fat skinny big and small, inheret their properties from. This is an extremely general 'guess' of what the 'base' unit would be, just for redundancy sake. Then, the tree moves into seven branches, _calvary, _special, _fauna, _mechanical, _super, _support, and _infantry. The not-so-obvious ones are _support, _super, and _fauna. Support are healer units, workers, etc. Supers are certain 'special' units (known as heroes), that have some insane fighting abilities and stats. Fauna are things like sheep and deer and stuff. Sometimes gaia's fauna can get a little shaky shaky, and hence can have attack and definsive capabilites (those sheep are nasty). Anyway, these seven categories break off into about a million different ones, based on ranged or sword/spear attacks, the type of mech unit (seige units, ships, etc), and various other properties. These are template units, so they all are just base values that really mean little in the game - the individual civs will have their own heirarchy of XML files that are loaded in. The whole data-driven thing. Because of this parent-child style system, no entity in the game will have no properties, and hence, won't just appear and then die or something similar. Entities are only creatable in the map/scenario editor if they are a valid XML file, so no tricky funky-magic-entity nonsense would be going on. While not too technical, that's a general overview of how the entity system is based. It's pretty straightforward (like most RTS games) - nothing too hard, and therefore easy for click-click users to get used to and handle (in the case of modmaking). In a later post I think I'm gonna get some more programmer-oriented stuff up, possibly something about SpiderMonkey and it's ensuing..uh..stuff. Adeiu, and apologies if that was a winded waste of time.
  5. c-gibson-s


    When we were coming back from Florida (it's a 19 hour car ride going 80-90 the majority of said 19 hours), we stopped in Nashville. The only gas station within three miles of the exit was the one that freakin' began the downtown strip, and therefore was the busiest gas station I have ever seen. Regardless, my two 21" Dell flatscreens (hitherunto referred to as 'my babies') were right next to the hatch in our suburban, and someone opened the hatch. Goodbye 900 dollars. Needless to say, I was not enthused. Luckily, because it was a church function, two brand new Dell 21" flatscreens were bought for me, and they both are shining bright in all of their glory at me right now. It's a sight to behold. One of the ones that fell out of the back of the burb just has a logic board snapped in half, so if I can either eBay the part or figure out how to turn it on without a power button, I'm home free, with tres flatscreens. My desk isn't even that big. In development related news, I'm still chugging away at 0 AD. Right now I'm working on entity values that are parsed through XML. They handle basically every property of any entity in the game - basically my job is to get default values so we can get some form of a game together to be able to tweak them. It's not too hard, just learning a whole new system, parsing class, and code semantics is a difficult with a short time span. I'll see if I can go into more technical details in my next post, it's really very interesting stuff. Until next time, avoid the voidhawks. (tell me someone reads pete hamilton books?)
  6. c-gibson-s


    Haha, I'm glad I could be of amusement. :)
  7. c-gibson-s


    So, I lied. Curses upon me. I have no screenshots for the masses. Actually, in all truth, the hard drive with Visual Studio on it crashed. Because it is completely hamburger, the uninstaller went with it. So it goes - I try to reinstall it with the DVD, but it gives me some 'Program Files' folder name wrong error. I've tried cleaning the registry, I've tried everything I know how, and it's still stuck. Hence, I'm out of Visual Studio until I can figure out what to do. But in better news, I have been working with SpiderMonkey (as a part of my Wildfire Games work), and I must say, it's a lot of fun. Because of my inherent hate of javascript in years past (it has since faded), I thought it would be interesting to tackle, and so it has. I'll keep everyone updated on it. Right now I'm working on the XML/javascript scripting stuff. A more technical explination coming soon. In other news, I just got back from Florida, where I am convinced I got more sun in seven days than I have in my entire life career. I'm so used to the much less powerful monitor radiation...it was an experience. More later, back to work.
  8. c-gibson-s


    So I ended up bumbling my way through the Wildfire Games interview, and managed to get the position. I've been poking my way around stuff and am really looking forward to coding stuff soon. I'm gonna be doing gameplay scripting/programming. I ordered another monitor yesterday. I already have a Dell 2001FP (they call them 2007s now), so I went ahead, dug up the best deal I could find, and picked up another one. It's going to be nice to have all this real estate to put photoshop palettes and VS2005's mumble jumble of boxes and stuff. :) Anyway, looking forward to it. I've begun work on the particle system of my shooter (it's called 15 by the way). I'm having a lot of fun just doing random maths on the particles and seeing what happens. I've managed to conjure up a radial explosion, sparks, and just some other cool patterns. I'll get a screenie up once i actually get somewhat of a good one. Speaking of particle stuff, if you havent seen this journal, go there RIGHT NOW. I just like the art style of the Mr. Robot game. It's really sweet, I'll definetly wait in the virtual line to get it as soon as it comes out. I'm going to Florida for a week next Thursday, and am pretty much stoked. I have a laptop, and am going to bring my computer (it's a youth camp for my church and i do video editing on it), so I think i'll get a chance to get some coding done (on the drive down at least, 21 hours straight through). Screenies next post! Cheers.
  9. c-gibson-s

    MAU Invasion!

    Very cool looking shots on that site man. Welcome to ++Journal Land! cgs
  10. c-gibson-s

    MAU Invasion!

    Very cool looking shots on that site man. Welcome to ++Journal Land! cgs
  11. c-gibson-s

    More work stuff

    once again, i'm super-impressed great job :)
  12. c-gibson-s

    BLACK I.C.E.

    I'm extrordinarily impressed with those screenshots. Fantastic job. :)
  13. c-gibson-s


    Last Exile x2
  14. c-gibson-s


    So, as many of you may (or may not) have missed: 4E5 is almost upon GameDev.Net. I am seriously considering working up something, as I've now reached summer break. We'll see. There was an in-depth discussion on the GD IRC channel about what an alternative to the 4 elements could be...here's a snippet. Edited to just show the 'ideas'. [22:36] Washu, Superpig, tentacles and loli [22:37] goatse, tubgirl, lemonparty, and farmer [22:39] Former Glory, Faces of Death, Wish, and This is Your Life could be the 4 elements [22:40] Pompeii, Deceptive Passions, Battle Athletes, and Sombody Hates Me [22:41] i suggest Rome, Rome, Destruction, and Washu. [22:41] Bob Saget, Michael Jackson, Macauley Culkin, Mary Kate Olsen [22:43] Mad World, Beer, Camelot, Tainted Donuts! [22:43] Beer, Vodka, Rum, Everclear [22:43] Promit: that would be Four Alcohols, not Four Elements. [22:44] Grog, Saki, Gasoline, Blood [22:44] how about: Methane, Propane, Butane, Octane [22:44] how about Boring, Tiring, Promit, Chemistry [22:45] How about... Burning, Raping, Murdering, Mr. Rogers Of course nothing comes close to the real four elements. Mr. Rogers is pretty close, but I think pirates > Mr. Rogers. It's a toss up. In game related news, I have an interview lined up with Acumen, the Programming Manager over at Wildfire Games, to see if I can do gameplay programming. I'm incredibly psyched about it, it will be a great oppertunity not only to be in a great team (I've watched Wildfire for a while, they seem to have it on their shoulders), but learn quite a bit. We will see. glpng finally buggered out on me today. I get a 'access violation' runtime bug that I cant seem to shake. It says that the line endings for the libpng.c file are not correct or some jazz - it just kinda decided to stop working (as far as I could see, and as far-fetched as that sounds). I'm looking into other alternatives for loading image data into OpenGL (i'd like to stay with .PNGs if i could, but .tif and .bmp are not completely off the wall). Anyway, cheers. cgs
  15. c-gibson-s

    GameDev Lightbulb Forum!

    Does this remind you of anyone (or any forum) you know? :) How many forum members does it take to change a light bulb? ----------- 1 to change the light bulb and to post that the light bulb has been changed 14 to share similar experiences of changing light bulbs and how the light bulb could have been changed differently 7 to caution about the dangers of changing light bulbs 1 to move it to the Lighting section 2 to argue then move it to the Electricals section 7 to point out spelling/grammar errors in posts about changing light bulbs 5 to flame the spell checkers 3 to correct spelling/grammar flames 6 to argue over whether it's "lightbulb" or "light bulb" ... another 6 to condemn those 6 as stupid 2 industry professionals to inform the group that the proper term is "lamp" 15 know-it-alls who claim they were in the industry, and that "light bulb" is perfectly correct 19 to post that this forum is not about light bulbs and to please take this discussion to a lightbulb forum 11 to defend the posting to this forum saying that we all use light bulbs and therefore the posts are relevant to this forum 36 to debate which method of changing light bulbs is superior, where to buy the best light bulbs, what brand of light bulbs work best for this technique and what brands are faulty 7 to post URL's where one can see examples of different light bulbs 4 to post that the URL's were posted incorrectly and then post the corrected URL's 3 to post about links they found from the URL's that are relevant to this group which makes light bulbs relevant to this group 13 to link all posts to date, quote them in their entirety including all headers and signatures, and add "Me too" 5 to post to the group that they will no longer post because they cannot handle the light bulb controversy 4 to say "didn't we go through this already a short time ago?" 13 to say "do a search on light bulbs before posting questions about light bulbs" 1 to hijack the thread and ask how to change the horn 1 forum lurker to respond to the original post 6 months from now and start it all over again. I ordered a 'Game Mathematics' book a couple of days ago. I'm excited to read it...it's like math for a reason. :)
  • 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!