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Mike Bossy

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About Mike Bossy

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    Advanced Member
  1. Mike Bossy

    C++ IDEs - a rant

    Has anyone here successfully used Sublime along with clang for C++ dev?
  2. Mike Bossy

    Motion sickness

    If you want to check out some general design considerations with VR and how they feel in practice you can check out the Unity sample framework from Oculus that gives you a feel for different locomotion techniques, UI, etc.   https://developer3.oculus.com/blog/introducing-the-oculus-sample-framework-for-unity-5/
  3. Mike Bossy

    Hexagons

    If you haven'ts seen this link it has a bunch of info on standard Hex map handling that is a great resource:   http://www.redblobgames.com/grids/hexagons/
  4. Mike Bossy

    Slowly becoming more and more disappointed...

    The Win8/WinRT split is going to be a huge cluster. Consumers can tell the difference between an iPad and a Macbook just by the name. They are going to fail to do the same with WinRT. My 2 cents on Windows 8 is that as a developer you need to support it or you're missing out on a bunch of customers. Just target the normal desktop instead of trying to do any Metro work and you'll be fine without any of the hassles.
  5. Mike Bossy

    Map, Enemy, Object Editor

    Nice! Tools can be a time suck up front but they are totally worth it when you get down to the hard part of adding just that one more level.
  6. Mike Bossy

    Promotion is Hard!

    You should try and contact the folks at Spiderweb Games. They do the old school RPGs and manage to get a bit following to their games. They might be able to give you some pointers on different communities and press that you can contact.
  7. Mike Bossy

    Things that go beep

    I hadn't heard of PortAudio before. Thanks for the info.
  8. Night time coding needs techno music.
  9. PSA: Ogre3D isn't thread safe :)
  10. Hooking up Ogre3D as a rendering engine for my current project. So far so easy. Awesome library!
  11. Mike Bossy

    Asset Importer Library 3.0 is out

    I've used the previous versions in the past and it's been awesome. Great open source library. Thanks!
  12. Mike Bossy

    Prototyping looking for fun

    I'm at an semi-interesting point in my project right now where I have working tech to build a game and I have a basic game idea. That means trying to do some prototyping to see if there's any actual fun hidden in my ideas. Ideas are cheap and easy to put down on paper but actually implementing something and trying to make it fun is the hard part. I don't claim to be an expert at this so I don't necessarily plan to succeed but learning is the goal. Before you can make good games you need to make shitty ones. So the basic idea is that I want to make a two stick shooter that uses elements from some classic arcade games. The first classic that I want to steal from is Dig Dug. There are a million two stick shooters out there where you shoot a bunch of things coming at you so I wanted to get rid of the shooting part and put something like the DigDug pump where you have to inflate and pop the bad guys. That's the entire starting point. We'll see where it goes. Try 1: Get a good guy moving and inflating a bad guy. [media][/media] Try 2: Tweak player movement to have a basic acceleration curve starting and stopping so movement isn't so jerky. Also allow for fast and slow movement based on how hard you push the gamepad stick. Get bad guys parameterized so they can be popped quicker/slower, bigger/smaller. Actually implement popping. [media][/media] Try 3: Make the bad guys have a basic chase AI. [media][/media] So things are starting to look almost game like but it's far from fun. It's way too easy to run around and get bad guys bunched together to kill them all at once. In classic arcade parlance this is called grouping which is actually a good thing generally since it allows some emergent strategies of how to get bad guys to move together. The current problem is that it's just too easy to do it. I plan to see if having some different AI routines running on different bad guys mixes things up as a next step. One important thing to note is that I'm completely ignoring aesthetics. All place holder graphics, no fancy particle effects on popping on animations. That's all useless if you can't find fun first. The videos themselves are pretty crappy since it seems screen capturing on Linux is a black art. Fraps for Linux where are you!!?? BTW: As a complete aside from this project at my real job we are currently looking to hire people. If you're looking for an awesome gig working at an awesome company then this job is for you if you've got the skills. We have a job posting here at gamedev.net (http://www.gamedev.n...e-manager-r2423) If you think you have the skills and experience feel free to drop me a PM with any questions about the job.
  13. Mike Bossy

    Well that was a bit long

    I had been planning on increasing the time between journal posts so I'd have more to talk about that might be interesting to folks but I didn't realize that I had taken that plan so much to heart. I honestly didn't plan on staying away for months but it looks like that ended up happening anyway. The good news is that I haven't been away from coding during that time so I've managed to make some decent progress on things. The major additions were: 1. Implemented a mostly baked animation system. It does all the basic things like tweening, conditional control/looping, triggering script events, etc. It's also designed in a way that I can easily create different types of animations. I've got a quick sample video here: [media][/media] That shows off vertex colour animations, texture blending animations, translation/rotation/scaling animations and texture flipping. An object can have any number of animations acting on it at the same time. I still need to add basic mesh animations but since I'm not sure exactly what I'm going to need to do in the game I'm deferring that until later. 2. Implemented an audio system. When I say implemented I really mean wrote some basic wrappers and plugged audio files into my resource manager. The stuff built into SFML is amazing at audio. Even a brain dead coder monkey like myself can get things like streaming audio working in under 10 minutes, all on it's own thread so nothing is blocking. Absolutely a dream to work with. 3. Rejiggered my engine structure to allow easy multi-threading of different systems. Since the goal of my last major project a few years ago was learning how to create a multi-threaded engine this was surprisingly easy this time around. I know a lot of people still work in a single threaded world and say multi-threading is unnecessary but I still think you're silly to limit yourself to one thread. Every single PC/Mac built in the past 5 years is multi-core. Not taking advantage of that is like locking your renderer at 30 fps because "it's good enough" even though it can run at 60. I've currently got graphics/audio/resource management running on one thread and physics/input/scripting on another. I've created the concept of a "System" which can contain one or many managers that run on a thread doing work. Each system can receive messages from any game component/manager/system which it then acts on. This allows things on different threads to easily talk to one another without causing any kind of blocking situations. 4. Refactoring, refactoring and more refactoring. I'm a believer in iterative development which means that I write code to get it into a working state and then revisit the code to make it more modular, smaller, cleaner and faster. I never consider any code completely finished. This may, but doesn't have to include, optimization work. I haven't attempted to really optimize any of my code yet because I don't know what needs to be optimized. I'm a firm believer in not doing any premature optimization unless I have hard proof that something is holding me back. The amount of time most people waste in optimizing code that gains them nothing is usually equal to or greater than the amount of time they deliver a project late. If it ain't broke don't fix it. Outside of the engine work I've also been working on game ideas with a friend who is going to be doing the art for the game. This in itself has been fun as we've done a bunch of brainstorming on game ideas and really come up with some stuff that I'd like to do. The only downside to working with someone is that you're dependent on their schedule and pace. My friend has recently gone through some major relationship changes so she's been busy and hasn't had a tonne of time to work on things. Up to this point it hasn't been a big deal since I've had a bunch of engine work to do but I'm starting to get the itch to start prototyping ideas to see what will work. It can be kinda hard to do that without art. Our current game idea involves taking some fun mechanics out of some classic arcade games and using them in some more modern game styles. I'm a huge classic arcade game nerd so this is in my wheel house and it's got my excited. I think too many game developers have forgotten what started people into gaming and why it reached such heights in the 80s. There are some great mechanics that haven't been revisited in decades that people will hopefully enjoy.
  14. Mike Bossy

    Hieroglyph 3 Website

    Looks great! When does the page get added for the DX to OGL wrapper for us cross platform guys? j/k.
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