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45 entries
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Norman Barrows
January 26, 2015
Beautiful code
Beautiful code

[ i'm still working on this concept, so this is a very rough draft... ]


writing beautiful code.

sometimes you code, and it seems as straightforward as:
"all nearby units - protect/serve - wilshire and santa monica". (high fives all around - but no touching! ).

and sometimes you code, a…
2,490 views
Norman Barrows
January 26, 2015
Generic pattern maps
generic pattern maps

often times you need a pattern for something in a game.
for example: what texture tile to use with a given ground quad.

i used to create randomly generated pattern maps for different things:
plants, rocks, bushes, trees, ground quad textures, etc.

then it occurred to me that you cou…
2,326 views
Norman Barrows
January 26, 2015
A design for an indexed render queue
A design for an indexed render queue


drawing information is stored in a drawinfo struct. it could also be hashed into an int, etc.


the queue consists of an un-ordered list of drawinfo structs.

the queue is supplemented by a multi-dimensional indexing system that
allows processing of the queue in optima…
2,087 views
Norman Barrows
January 26, 2015
An oo-ish version of my typical game architecture
An oo-ish version of my typical game architecture


all one code block, i was too lazy to split it up for posting ! .

non-oo: void main{init_prog run_proguninit_prog}globals: boolean: quit_progetc. oo: class program{globals such as quitproginit becodes constrctoruninit becomes destructorvoid run_pro…
2,382 views
Norman Barrows
January 26, 2015
Background terrain chunk generation
background terrain chunk generation

the foreground task (the game) generates terrain chunks on the fly as
needed from underlying world map data, and stores them in a cache for
use by the renderer. chunks are stored first in inactive cache slots,
and then on a LRU basis once the cache is full.

the backgr…
1,964 views
Norman Barrows
January 26, 2015
Simple sliding collisions
Simple sliding collisions

simple sliding collisions:

for AABBs:

1. start by calculating how much to move the player as usual:

dx = player.speed * sin(player.yr)
dz = player.speed * cos(player.yr)

2. apply dx and dz, and check for collsions as usual.

3. if a collison is indicated:

3a. apply JUST dx and chec…
1,806 views
Norman Barrows
January 26, 2015
Simple heuristic collision avoidance
Simple heuristic collision avoidance

Heuristic collison avoidance:


1. check for collision some distance in front of the player (say 15 feet).

2. if collsiosn is indicated:

2.a. check for collision ahead and to the left of player (15 feet ahead, and 15 feet left).

2.b. check for collision ahead and …
2,756 views
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Norman Barrows
January 26, 2015
a working definition of good code
a working definition of good code


A definition of "good" code (in no particular order):

1. correct - the code should work correctly.

2. brief - brevity is preferable. but not at the sake of readability.

3. simple - simpler code is preferable to more complex code.

4. bullet proof - the code should be abl…
1,610 views
Norman Barrows
January 05, 2015
More thoughts on fixed vs variable timesteps
More thoughts on fixed vs variable time steps

For some reason, this topic keeps popping into my mind. I suspect its because I wasn't convinced it was the best approach - even though i couldn't quite say why.

After my last round of thinking about it, i had come to the conclusion that the "fix-your-tim…
2,805 views
Norman Barrows
December 28, 2014
insights and tips on hi performance game programming
insights and tips on hi performance game programming.

an excellent lecture series of 5 videos on the development of a programming language specifically for hi performance games.

By Johnathan Blow, developer of Braid and The Witness.

when you listen to the guy talk, you can tell he's done his time in …
2,382 views
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