A blog I just heard about on the IGDA forums, and we're crosslinking with them!
Snowball Surprise, the game I'm working on, is now going to be
a hardware demo. We're also starting a new project to work on
drivers for the hardware.
http://tinyurl.com/79uo2 - News at Snowball Surprise
http://tinyurl.com/9466f - 3D Input Driver Project
Posted by zratchet:
The coverage of the Electronic Entertainment Expo is very good this year!
There are too many things to count that I have seen, both online and on G4TV.
http://www.e3insider.com - E3 Insider
http://ign.com - IGN
http://gamespot.com - GameSpot
http://gametrailers.com - GTTV
http://gamasutra.com - Gamasutra
http://tinyurl.com/7jqnt - List on AGD
Posted by Luo Hei:
One of the biggest problems when you start scripting your game with Lua is creating all required code to access your host application variables from scripts and vice versa. Several utilities have been created to help dealing with such tasks. I haven't tested all them extensively, but I found that tolua and especially tolua++ fit my needs. The second is more oriented to C++ and they both work by using a package file with the data and functions you want to make available to scripts and generating a .h/.c file with the required C/C++ code. You only have to link the tolua lib and include a header file to have the extra functions required to push your variables or classes to the Lua stack.
A major drawback I find in tolua is that the documentation doesn´t cover clearly the C API.
The demo I include here maybe is a bit complex, but illustrates the integration of a C++ class with some scripts.
Have fun and suggestions/improvements are welcome.
posted by zratchet:
The last 2 days of the TXGF were fun and interesting.
A few game developers talked and showed their games, including me...
games such as Snowball Surprise ( http://snowballz.literati.org )
Some Stratagus ( http://stratagus.sf.net ) developers were there,
as was an Armagetron developer ( http://armagetron.sf.net ).
We played Pikmin 2, Zap ( http://zapthegame.com ) and AoK...
Fun, and my first lan party! :)
Posted by zratchet:
I've been at the TXGF one day now. (besides setting up yesterday)
Lots of robotics today!
Lego Robotics and Robosapiens, both of which were very very neat
and fun to play with.
I created a Lego Mindstorms Robot which spun in circles reversing every
and played with the Robosapiens, which they'll have wrestling matches with later on...
Some interesting links (some from the flyer at the Robotics panel):
http://www.ceeo.tufts.edu/robolabatceeo - RoboLab software
http://www.techno-stuff.com - Lego Robot sensors
http://www.io.com/~rueger/lego/texaslugaustin/ - Austin TX Lego User Group
http://www.firstlegoleague.org - Lego Competitions
http://mindstorms.lego.com - Lego Mindstorms Robotics
http://www.robocup.org - Robot Soccer Championships
http://www.cs.utexas.edu/~pstone/robosoccer.html - UT Robot Soccer
http://www.lugnet.com/robotics/ - Lego Robot Hacks
http://www.ldraw.org - Lego CAD
http://www.sourceforge.net - Search here for "lego" for interesting tools
http://www.robosapien.com - RoboSapien robots
Well, that's all for now...
more later, and pictures too :)
Physics and Business
Posted by Luo Hei of dsgp.blogspot.com (spanish)
After some work, I adapted an sdl_net example. I removed exotic dependences to SDL_gui and transformed the demo from a chat to a simple click transfer program. I still don't know very well how it works, but I think it can illustrate the use of sdl_net in a game much better. As soon as I feel in the mood (and I know a bit more about sdl_net) I will rewrite it to an UDP based client-server system. UDP is good for your bandwidth, if you don't care about some lost packets. Also I plan to use some simple multithreading. Feel free to post suggestions/improvements.
Get source here. Run server, run client and click in some place in the window, and the server will receive the click coordinates.
Posted by Luo Hei of dsgp.blogspot.com (spanish)
There are lots of articles on the Internet explaining why you should not try to make a MMORPG. Well, seems these guys didn't get the message. Or maybe they started long before the articles were published.
I found Planeshift in 2000 I think, but the project predates 1992. I was a newbie Linux user looking for games to relax with after the long research sessions usual in the first days with a new operating system. It was not playable and useless to me, as I just had a few hours of internet access from a friend's office, a couple of days per week. It has been a long wait until finally a really playable version was released, and in the meantime we have just tasted a tech preview where you can connect, create a character with a buggy client and do nothing, a Molecular Blue Release where you can connect, create character and do nothing with a buggy client now based on the Crystal Space engine and at last, Crystal Blue, the current Open Beta release.
In Crystal Blue you can create up to 4 characters in a totally different and new form, the currency have been changed from previous IMHO annoying method of harvesting randomly spawned crystals to a more logical based on trias, the world currency. You can fight mobs, use a couple of weapons, cast spells, mine gold or iron, level up skills, trade with players or NPCs, loot the corpses of your kills, duel, play in teams and join guilds. You will miss armor (there isn't armor available) and shields are merely a decoration on your arm. Also the quest system could be difficult, as you have to find the right phrases to answer questions. That takes a lot of typing, don't expect a window with all possible dialog options. In the future it will be possible to craft weapons, ride animals and do many other fun things.
But it is possible that when you read this review and try the game you will find something completely different. This is not a definitive release (it is more an incremental release), as it is under continuous evolution in the form of content and client updates. A nice detail of the updater system is that it supports proxies (updating a game such as Anarchy Online requires a major hacking of my firewall and proxy settings, although that issue seems to have been resolved). It is a painless process once you know a few tricks. There are usually an average of 60 users, but the total registered userbase is about 45000. I haven't noticed much lag and game goes smooth with my usual 1400 ms ping time. The server now is set to admit 200-300 concurrent users, but the code is able to handle thousands of players.
The client provides the 3 usual camera modes and runs pretty stable and with good framerates on my crappy Intel 865 video card. The memory requirements are a bit high: 512 Mb, but I think it is usual to find that amount in hardcore gamers PC's.
The game interface isn't as complete as it should be, but you can customize a quick command bar to avoid typing. The chat system is distributed in a few channels: system, tells, guilds, auctions, so that you can easily view or monitor activity; until now, the best chat system I have seen in online games. You can customize the widgets position, show or hide them.
The chat system provides an special channel: Help. This Help channel is attended by advisors, more experienced players that can answer newbie questions. Any player can become advisor by using the /advisor command. This avoids problems with newbies being annoying with shouts in the wrong channels and the usual derived discussions.
Even when some bugs and problems arise while you play or after updates, and the development process has been painfully slow, you can actually have fun with Planeshift. More important, this game (and Eternal Lands) prove that no matter how hard it is, you can create a MMORPG with commercial quality if you have the motivation and enough patience. This gives the game a special sense of value, at least for me. I strongly recommend that you take some time to try it if you like online RPGs.