[[RonEnix]]

“Somewhere nice to be…”

Archive for the ‘AGT’ Category

Progress on AGT Engine

Posted by ronenix on February 10, 2008

Most of the work done on the project is mainly on the engine side of things. At the current stage, it is fair to say that the engine itself if enough to start creating the scenes on my prototype game. I have already gathered and made the mesh files that I’d need on one scene.

The choices are that either I stick with the engine implementation and get the scenes up after adding the physics, sound, AI, scripting and maybe the networking subsystem. I have began the initial phase of creating scenes, by adding console command to my core system.

The console can be brought down using the F1 button. I’ve yet to figure out what “tilde” is for OIS. The commands are binded to their static functions, and I can easily access all the other systems by simply calling their main singleton manager. I’ve also made sure that through only accessing the singleton class, there’s enough functionality to do what you need. This will come very handy when I’m binding these systems to Lua.

The image above shows some of the initial commands I have added to the scene.
The reason for console is mainly for debugging purposes. I have placed numerous exceptions catches in the code, error can then be passed through to the console rather than having the program terminate.

As for the commands themselves I have added a void pointer function which takes in a vector of strings. So calling the binded functions to a specific command will also pass the information on what has been typed in. The first element of the vector is always the original command. The rest can be parsed.

As an example below “add_mesh” has other parameters such as the name of the mesh to add, the new name and its position on the scene.

Code-wise you can check this implementation here:
https://agtengine.bountysource.com/svn/!source/5/trunk/AGTCore/Console.cpp#348
The static functions for each commands are found here:
https://agtengine.bountysource.com/svn/!source/5/trunk/AGTCore/CMD_Functions.cpp
where you can check how I have made “add_mesh” commad working with additional parameters (line 46). Current one links to version 5.

Other things that will be worked on:

  • Add command to add an basic game object. Eventually scripted template classes of objects that contain components will be available instead creating objects and adding components to them.
  • Command to add components to objects. These components are either in Lua scripts or in code, usually the fundimental components such as “mesh_component” will be done in code
  • Adding command to export scene into a file. This file will be in XML format.
  • Making first step into a playable scene. An interaction between playercharacter component object to another object; maybe a object with a trigger component, which trigger’s some sound or a GUI change.

The image below just shows an object “dog”, with a component “mesh_component” attached to it. Without that component, its obvious that you won’t see any dog, but in object storage it will be there.

Things I will be considering in the future implementations pretty much consists on making scene editor as easy as possible, by adding some GUI implementation rather than typing into the console command.

Posted in AGT, console, editor, scene, update | Leave a Comment »

SVN Changes and AGT Updates

Posted by ronenix on February 2, 2008

Update for AGT Game Engine, since there hasn’t been an official post on this page about it, since the end of last year.
A couple of changes. One of them is that there is now a change in the SVN hoster. As far as I know and my experience with it lately Bountersource is providing good SVN hosting and also tracking and page hosting availability for free. Therefore there will be a new link to the SVN with new revisions although this revision will start from the last revision of the previous SVN address. That SVN will be available, and I hope google keeps it up.

The reason for the change was due mainly to the fact that I was running out of available space given by Google. I experienced this already and I don’t want to go further with this. Also with the dynamic site building Bountysource has to offer I’ve pretty much everything I need to have a project site.
The new project page can be found here: https://agtengine.bountysource.com/
You can still visit and view the SVN section on the googlecode site: http://code.google.com/p/agtengine/

As far as the project is concerned all updates are logged up both SVNs and on the new project page.

I will try to post SVN logs here from time to time, but for now here’s the link to the old repository with all the revision logs.
http://code.google.com/p/agtengine/source/list

The SVN browser provided by bountysource is here:
http://agtengine.bountysource.com/svn/

** If link doesn’t work copy-paste this URL: https://agtengine.bountysource.com/svn/

Posted in AGT, SVN, bountysource, engine, update | Leave a Comment »

Blog is busy and something about taking drugs!

Posted by ronenix on January 28, 2008

Back to lectures and first day sounds like good news for this blog/portfolio site. Why? well cause of Business of Computer Game module. No need to explain as time will show.

Anyways back to random ramblings. Was searching for fee prices for the halls in Bolton through Google. Yes I know, there’s a perfectly fine search feature(a hint of sarcasm) on the Bolton uni website but since Google automatically opens itself for me then why not. Anyways I recently stumbled upon a link to “Good University Guide” and well decided its a good time to wilf about the net so I clicked the link and it opened up huge information about Bolton University. If you do care about the University then you may want to check up on this here and here. I trust all broadsheet infos, even though its last years, Bolton University has some distance to go.

Now what I did was made comparison to my “First” choice university. That’s right, I did not get into my first choice due to 20 credits short. Wanna know where and what degree I was going to do. Check it here http://www.reading.ac.uk/Study/ug/ComputerScienceandCyberneticsBSc.asp
Yes Reading Uni, not that good of all places, but they had cybernetics with computer science which what I really wanted to do. For the insurance choice I made sure that I’ll get that insurance choice no matter what, and Bolton University got the spot. Nothing against the university here, nothing subtle.

Anyways I ended up comparing the two. Here’s what I got:

From the tables student satisfaction I agree with, as I am infact satisfied where I am, more satisfied than I was a couple of years ago. Other stuff, Bolton has a lot to work for and I’m sure I will move up a spot by the end of this year. I checked this last year and Bolton was joint 99th position with another institute, so it goes to say something at least.

A couple of year ago I would be hitting myself with a bat, thinking why am I so dumb not to get into Reading but now I have little to no regrets. Happy ending “ey!”

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In my recent dev ramblings I found some nice infos and articles whilst I was wilfing around.

My AGTEngine portfolio work uses RakNet middleware and I usually ramble about how good and easy it is to integrate networking capabilities into your engine if you’re also in the same process. This awesome UDP networking middleware is great for games and I recommend it alot if you plan to get the most of middleware codes. Anyways Jenkins (lead developer) has made a feature list video which you can check out here. Visit main webpage here.

Also found a nice article today on gamasutra headlining “UK Government Considers Wii In Schools”. Assuming Jack Thomson doesnt get there in time schools could be a little more interesting for kids. Report suggested that child obesity trebled in the UK and this could be one way of encouraging them to get some excercise once in a while. It’s not suggesting that the Wii be used for something like cooking classes, instead of cooking, you’re simulating, instead they plan on integrating and making the console available in PE sessions, making sure that in whatever forms necessary the child will get some sort of excercise out of it. It seems to even out the idea behind the fact that playing games could lead to less excercises and to the inevitable. Thanks to Nintendo. Also I would like to comment here additionally about Southparks take on MMO based on World of Warcraft, which is old now but its still a “legend”. See the clip here if you haven’t seen it! (OMG)

Your usual stereotypical approach to “lifeless” gamers.
Quote: “How do you kill that which has no life?”

Anyways the article; It may also be down to the department of health stated in the short article, and if we do face with this upcoming approach then my personal opinion would be is that kids are getting good at being spoilt. With any means necessary the government will do what ever it can. It seems nice for them to encourage children to play games but there’s always nasty critics that would love to slate the hell out of this.

Just imagine when you have children-
You: “Hey matt, did you have fun today at school?”
Matt: “Yeah I played video games all day…”

For some parent that’ll appall them but if the industry is well accepted that view may be all so different.
My response: “Tell me what game you played…was it on the 360?”
Surely a gamer’s response and the inate response well here. At the moment education will just have to do with something else up their sleeves.

Well for the shocking news…I’ve started taking drugs. NO! not that type of drug, the drug which all gamers call the “WoW drug trip”. Now this type of drug is harmless unless taken in large doses. So yes, I went back to World of Warcraft to spend some time with some virtual friends maybe because I got sick of doing work too often. I usually try to fix that by going out but my moods changed lately and going out seems to take on of a less interest and something always says “well you got better things to do than that like…WORK!” Damn that word and damn it to hell!
There you have it. Keeping regular checks on my dosage cause I know addiction could take toll any moment. I’ll be as casual as I can be, still…that game is strangely irresistible. After so so I went back to revise on a nice article I read from last year: http://www.gamasutra.com/php-bin/news_index.php?story=16392

Peace.

Posted in AGT, articles, gamasutra, update | Leave a Comment »

New Years (Late) Update

Posted by ronenix on January 15, 2008

Well I’ll start of by saying Happy late new years! Been busy since new year working through some new years resolution lists ~_^
Well what kept me busy? Work obviously. Been trying to clear up loads of junk on my PC, backing up files etc. Also had to revise for an examination on the last week, and doing more work on my projects. Examination was okay. There was fair amount to write about, which usually lead to getting cramps on my hand.
No updates posted on these as of yet. All I can say that AGT project is way ahead of it’s schedule and my level 3 AI project is pretty much in sync, although appearing to have some bugs and issues which should be managable. As for Air Roar, I received a nice comment from the guy behind Pyrogine2D and he is eager for me to use their API for Air Roar, although I’m already in the process of putting together my work for XNA, I will eventually try an implementation of this game through Pyrogine API sometime in the near future, but highest priorities to my Uni projects.

Up on my list of todos is to begin putting up my old work on my blog. List includes:

  • RPG Game Engine made in OpenGL.
  • Some old maps I created for CS:S and Half-Life single-player level.
  • Very old but cool console text-based adventure game.
  • A number of 3D rendering works.
  • Video files.
  • A number of C++/C# tools I’ve made since.
  • Oh and Rm2k games, which aren’t finished but have nice fully functioning custom battle systems.

Well next section of this post is usually stuff I found on the net.

See these images below:

Photobucket

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All done in less than 10 mins, no joke intended.
You can make hi-res wallpapers like these here: http://www.wallpapermaker.net
Free to use wallpaper maker tool. Have fun! ^_^

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Streaming and listening to full albums from bands is never easier if you actually check up on http://www.deezer.com/

For the past week I’ve recently been listening to whole band albums through this site. Nice quality songs. You don’t really need to register for the site to start listening to music. Just add the artist/album in the search file and start listening. Signing up is only for creating your own playlist and sharing your playlist to other members. I haven’t registered therefor I am unsure on whether your playlist can be imbedded.

Another I always recommend is Pandora. I’m sure many of you have heard of this awesome site but for those that haven’t, simply enter in some favourite bands/music and with Pandora it will play songs that sound appropriate to the band/song you’ve entered. Pretty neat and interesting use in querying songs of similar sounds.

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Tiinker

Usually early in the morning I spend a couple of hours reading news, blogs etc and it can sometimes eat more than just a couple of hours. Eventually you’ve spent 3+ hours without even having breakfast(LOL) and you eventually figured out that you’ve wasted most of your time reading inappropriate news. This happens regulary.
Then eventually I read up on http://tiinker.com/ and decided to give this new tool a try.
What it does is simply gives you a number of articles appropriate in different news/blog categories such as science, sports, technology etc and you give thumbs up or thumbs down for each short brief article summary. Depending on these ratings it will eventually spew out articles that interest you most. From here on you can continue fine-tuning your articles.
I’ve seen some improvements as I’ve been using it for the past couple of days. Your feed the articles in RSS and put onto your Google home page, which is very handy for me.

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Thank You Notes

If you ever felt the need to thank someone for something and you can’t clearly put right a good “thankyou” note, you can check http://www.thank-you-note-samples.com. It has samples of thank you notes. I dont know when these would come in handy, but its something I thought was pretty interesting.

Ron

Posted in AGT, Project, Random, deezer, exam, hi-res, notes, tiinker, update, wallpaper | Leave a Comment »

The Yahtzee X2 and other notes.

Posted by ronenix on December 21, 2007

Well, the growing so popular Croshaw has done it twice for me. First GH3 and then Mass Effect, with all the brilliant mindedness of the zero punctuation goodness we get each week. See for yourselves, you wont be dissappointed. [WARNING] Small children should leave already!!!

On other other notes, posted some info on AGT Engine so check that page out, and work on Air Roar will continue but I’m still decision mode between using XNA or Pyrogine2D API.

Posted in AGT, Pyrogine2D, XNA, punctuation, update, yahtzee, zero | Leave a Comment »

Opening AGT Engine section

Posted by ronenix on December 6, 2007

First of all, I introduce you to a section of my blog dedicated to my work on the design and implementation of my engine for AGT. This is a continues work and will be added to my already large portfolio. This will be the first of many that I’ve actually decided to update on the progress of this work through this blog.
At the time of posting I didn’t have available time to talk specifically about my engine and the game I’ll be making using it.
More will be added to this page on the progress of my game and the engine it runs on.
Here’s an example print screen I made during an simple run on the game.

Game screen shot

As you may or may not notice the characters on the screen are a copy of Raz, who’s from Psychonauts, one of the best game I’ve played. Obviously the character model will not be used in the end but its showing a simple test run using OGRE3D rendering engine, with the player character locked on to another character, shown with the arrow above it. This is really just a simple prototype of what’s actually gonna be done for game end product, prototyping the lock-on targetting, physics, particle system, camera, and player control. Other features will be prototyped and included in the the game technical documentation.
There’s also some simple post processing on the screen i.e. motion blur and HDR(although not clear on this screenshot)So I’ll try keep the updates regularly.

Ron

Posted in AGT, advanced, engine, games, technology | Leave a Comment »