Högni and Amy's game project

Thought in deed

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Star Ruler out Saturday

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This is starting to excite my lower cockal regions. Looks great, sounds pretty interesting.

Written by Högni Gylfason

16.08.10 at 12:50

Sideways Movement

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We’re taking a break from VoidEngine development to explore the features and possibilities of the recently released Unreal Development Kit by Epic Games.

The UDK offers a great number of features and advantages of our own engine. Even when we were first exploring into the territory of game development, on of the possibilities we entertained as an engine was UE3, the engine that drives quite a few engines out there. We did not quite discard it, but decided not to use it on the basis of license expense. My desire to write my own also played a part of course.

Now that the UDK has been released for public use, the deal is too sweet to ignore. The editor is fantastic, the content toolchain is well refined and the engine offers possibilities of extension that are very tempting to utilize. Features such as the lightmass lightmap renderer and the Content Browser are welcome tools in game design and development.

The major downside of the engine is UnrealScript, the integrated scripting language. It bears some resemblance to Java and C in it’s syntax, but has some faults as I perceive them. It’s object instantiation and reference system is obtuse. A lot of functionality is reserved to native classes, i.e. classes written in C++ and hidden within the engine.

My major issue with it though, is the difficulty of implementing procedural streaming levels. The engine supports streaming levels out of the box, but access to the functions that deal with setting up the streaming functionality is wrapped in native code, and does not seem to be accessible in script. If this turns out to be the case, the engine does not support the one inaliable feature that we base our entire idea on. Procedural gameplay generation. This includes the placing of rooms and static content, dynamic spawning of monsters, loot and other dynamic actors.

I’ll continue to dig around in the (not so well documented) API, but it’s not looking good so far.

Written by Högni Gylfason

29.01.10 at 11:36

Posted in Uncategorized

Curiosity overwhelmed me

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After a friendly post on Havok’s forum in response to a question of mine, I decided to spend a couple of days looking into how difficult it would be to implement a relatively simple 64 bit fixed point physics backend.

The idea would be to utilize an existing collision detection library like SOLID or OPCODE, convert it to use fixed point instead of float, and implement simple impulse and velocity effects within their framework. I’d probably use Collada for the triangle lists as it is quite complete and mature. I’d have to write some code to convert from Collada to the collision framework’s formats.

As it turns out it should not be all that difficult, and I’ll probably head into that at some point. There are of course trade-offs in speed using large fixed point numbers as opposed to floats, but what I’m contemplating would not need a great degree of local precision but would require the extremely large numbers (2^47 or approx 144 trillion) offered by using 64 bit internals.

I am very very much a nerd.

Written by Högni Gylfason

16.09.09 at 01:10

Pleasant surprise

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I installed and did the first few races in Need for Speed: Shift tonight. Even after pretty rave reviews on ign and gametrailers, I was sceptical, but decided to go ahead and treat myself. Since my long term relationship with GRID ended, I’ve not gotten enough use out of my MOMO steering wheel.

It’s really quite good. It strikes a nice balance between GRID’s arcadey dynamics and the rock hard realism of GTR and iRacing. I rather think I will enjoy the rest of it.

I can only hope that it does not employ the methods of NFS MW where it danced with you, held you tenderly and then, around the middle, proceeded to punch you in the stomach, bend you over and do unspeakable things to your nasal passage, by way of the small intestine.

Written by Högni Gylfason

16.09.09 at 00:51

Posted in Games, Uncategorized

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