Monday, August 17, 2009
Class preparation
I'm a blender fan, but I really need to train people on 3dsMax. I purchased an edu copy a year ago (still way to expensive) and I'm finally forcing myself to use it. I've been going through the tutorials and think it will be a good way to learn max. I also need to get through all the skeleton animation stuff so I know how to do it in Max. I've done it with Blender, but for this class I really need to use the tools that we have on the computers in class.
It starts in two weeks. I have a ton of material so far, but there is still a lot to go over.
I also went back and looked at the pinball game in second life and I have been itching to do some more work on it. I finally think I know how to fix the bumper mechanic and add a little skill to the game. Too much going on at this point, but hopefully the idea can slowly rise to the top of the queue and I can do some more work in SL since I enjoy that environment.
Tuesday, July 21, 2009
GameDev360 website updated
I also had to pick a book for the class. This is the book I'm going to use. I doesn't have anything to do on engine development, so I'll be teaching that part without a book.
Monday, July 20, 2009
CPSC340 Game Development
The class is on Game Engine Development. My plan so far is to use XNA and C#. I had wanted to use Torque/C++, but the XNA/C# stuff has made some sense and we have been going in that direction. I still want to get in some C++ work and I'm trying to figure out how to do that at this point.
The open source engine is going to be called Panther Game Engine. I've already setup a source forge project for it and have been slowly configuring the group. I still have about 6 weeks, but that doesn't feel like much time.
I've completed all the SVN setup and have my lecture for that planned. I still want to create a screen cast of the process so it will be even clearer.
The term "Game Engine" is heavlily loaded and not well defined. For me, it's all about tools to make building games easier. So, I've been creating the shell of a level editor for xna. The toughest part was integrating XNA and Windows Forms. I have that working and ended up using a piece of Microsoft sample code and have tried to segment it from the open source project as best I could. This really should be part of the XNA release and not some separate set of code, but at least there is a sample of how to do this.
Next up is working on a terrain system, then I want to get the animation work flow down. Lots to do.
Monday, June 29, 2009
Project 2015
We need to create a development plan to use on any grant requests so we can show what any grant money would be used for. This is also necessary in developing the game. I have started on this and a business plan for the game. My regular work is coming into a dead line so I think the next month will be insane so I don't think I will get very far on this. I'll continue to work on it when I have extra time.
Wednesday, June 10, 2009
Imagine Cup Results
My goal is to somehow continue development on it and finish creating a training tool for people planning on working in impoverished communities. I'm not sure how to get that done, but I've planned a couple of meetings with some of my contacts in the game industry to see what people have to say.
Monday, May 18, 2009
Imagine Cup
My work got really busy and I've been mentoring a team creating a game for the Imagine Cup. Never expected it, but all those trips to Africa doing community development have been helpful in building a game that is designed to help work on the United Nations Millennium Development Goals.
The team is in the final week (two days) of development and everything is coming along. I think this is one of the most interesting projects I have worked on in years and really follows closely the work in Africa I (my wife and a lot of good friends) have been involved with over the past five years. When we started the team we were looking at a different contest and the Imagine Cup came along after that contest was delayed. Very cool to see the fruits of many years of labor multiplying into completely new avenues of opportunity.
The game is called Project 2015. The Project 2015 website is currently a month and a half old and used for the first submission. I expect it to be updated in the next week. Stay tuned.
Friday, April 10, 2009
Testing some shading options
(http://store.payloadz.com/go?id=254377).
I’ve been testing some shading options and working on the 3D aspects of XNA that I have been needing to learn. One of the problems is that I have 3DStudioMax, but it is only on a machine I don’t use as much. I’ve been contemplating moving the license, but that has issues. I’ve used Blender in the past and have enough knowledge to be dangerous to myself, but went back to it as I have not been able to use Max when I need it. So, this was as much a Blender session as an XNA lighting session.
I’m using Reimer Grootjan’s book XNA 2.0 Game Programming Recipesand found it very helpful in the shading and rendering aspects. I know it’s for XNA 2.0 and I’m using XNA 3.0, but the stuff I’m looking at has not changed (as is most of the book) so it is still highly relevant to learning XNA 3.0.
The section I used was on directional lighting on page 514. It shows how to get the BasicEffect to work with a directional light.
My code looked like this when I was done.
effect.LightingEnabled = true;With, specPower and light0Pos set at the top of the class definition.
effect.DirectionalLight0.Direction = light0Pos;
effect.DirectionalLight0.DiffuseColor = Color.White.ToVector3();
effect.DirectionalLight0.Enabled = true;
effect.PreferPerPixelLighting = false;
effect.DirectionalLight0.SpecularColor = Color.White.ToVector3();
effect.SpecularPower = specPower;
Vector3 light0Pos = new Vector3(-0.5f, -1.0f, 0.0f);After weeks of procrastination and thinking I was going to have to create a custom shader it was nice to find out that adding a directional light was very simple. One of the games I was going to do requires a spotlight and I do think that will require a custom shader so it's off the list until I get some extra time.
float specPower = 64;
So, first up with Blender. I’m trying to display a gemstone. I created a isosphere then scaled and stretched it to look like a gem stone. Then I added a red texture. You can see that I set the Col (Color), Spe (Specular Color) and the Mir (Mirror Color) for the gem.
This was fine, except that the gem came out all smooth.
I know from experience that this is caused by the rendering system using vertex normals to draw the individual triangles of the gem as smoothly as possible. This is almost always the case. But for a gemstone, you want it to have facets. I spent a ton of time trying to figure out how to get blender to remove the vertex normals and only use surface normals.
This ended up being easy inside of blender, but took a while to figure out how to get this information into the direct X file. To do this in blender, you select the object in edit mode, then click the Set Smooth button to use vertex normals for rendering and Set Solid to use surface normals for rendering.
Easy and you can see the two rendered versions here.
That’s all well and good in Blender rendering, but XNA kept displaying the gem as a smooth surface. After tons of fiddling, I noticed one of the options on the Blender DirectX exporter was “no smooth”. The tool tip says exactly what I wanted to hear “Every vertex has the face normal, no smoothing”.
Once I exported with that setting everything worked.
Getting back to Blender, I found it really hard to learn, and hard to relearn, but for the price (Free) it really is an amazing tool. I have a book on it that I've barely touched called Introducing Character Animation with Blender by Tony Mullen. I've had it for a few years and only touched the surface on it and every time I pick it up I'm always impressed. It really does look like a great book. As I write this he has a new version due out soon and another book on Blender that was just released. See below.
My real problem with Blender came in the classes I was teaching on Torque last year and the fact that we could never get the bone systems to work properly. It seemed that 3DSMax was the only real way to do modeling for Torque. Maybe that has changed?
I did find this great reference image on the Blender hotkeys (http://en.wikibooks.org/wiki/File:BlenderHotkeysObjectMode.png. If you are going to use Blender, you are going to want to learn as many as possible. It really is a fast fast tool once you get to know the UI. Mostly I only use Space Bar, B (box select), A (select/deselect all), S (scale), R (rotate X,Y,Z).
(http://store.payloadz.com/go?id=254377).
Wednesday, April 1, 2009
Balance Air Game
The game is called Balance Air. You have a hair dryer at the bottom of the screen and you need to balance the ball on air and force it into the goal. You move the blower left or right to change the direction of the ball. There are 7 levels which are basically just different locations for the goal. The score for each goal is dropping over time.
As I did last time you can download a free executable of the game. It is available here: http://www.woodsgoods.com/gawxna/02balanceair.
The complete source and Visual Studio project is available for $5 at http://store.payloadz.com/go?id=246205 .
Enjoy and please give me some feedback.
Wednesday, March 25, 2009
Skeet Slider game
The game is called Skeet Slider. Not my best by far, but much better than the past few weeks while I've been learning the XNA framework. You slide a puck across the bottom of the screen trying to avoid bouncing blocks. It's all about timing. I wanted to add a feature to change the velocity of the puck, but I'm out of time. Here is a screen shot of the game on level 4, the highest level. I spent a little time at the end to add better art for the game so it is cleaner that what I've written in XNA so far.
I also messed with the publish system in XNA Game Studio 3.0 and created an installer you can use to run the game. It is available here: http://www.woodsgoods.com/gawxna/01skeetslider.
I have also been considering offering the source code to some of these games to try and cover some of my time. It's a minimal $5 to purchase the C# source code to the Skeet Slider XNA Game. Please tell me if you think this is reasonable or not? I could really use some feedback.
Wednesday, March 18, 2009
SpinMag game
This is a screen shot of the game.
This is the map image. Each pixel represents the location of one of the 3d spheres.
Here is the code that reads the map image and converts it to 3d objects.
protected void LoadMap(String mapname)
{
// the map is just an image file with pixels of various colors
// red = barrier
// black = open space
// cyan = closed space
// green = starting point
Texture2D map1 = content.Load<Texture2D>(mapname);
mapwid = map1.Width;
maphei = map1.Height;
int numpix = mapwid*maphei;
if ((map == null) (map.Length < numpix))
{
map = new byte[numpix];
}
// want this map to fit over the circle, so calculate the size of each ball
// scale of the ball
mapballsz = (int)(maxballdist*2) / mapwid;
mapxstart = -(mapwid / 2-1) * mapballsz;
mapystart = -(maphei / 2-1) * mapballsz;
/*
* the sample I used to write this method
* ms-help://MS.VSCC.v90/MS.VSIPCC.v90/MS.XNAGS30.1033/XNA/GetData``1_B8CC1053 */
Rectangle sourceRectangle = new Rectangle(0, 0, mapwid, maphei);
Color[] retrievedColor = new Color[numpix];
map1.GetData<Color>(
0,
sourceRectangle,
retrievedColor,
0,
numpix);
goalcount = 0;
int i;
for (i = 0; i < numpix; i++)
{
if (retrievedColor[i] == Color.Cyan)
{
map[i] = MAP_CLOSED;
}
else if (retrievedColor[i] == Color.Red)
{
map[i] = MAP_BAR;
}
else if (retrievedColor[i] == Color.Blue)
{
map[i] = MAP_GOAL;
goalcount++;
}
else
{
map[i] = MAP_OPEN;
}
}
}
Wednesday, March 11, 2009
SpinDart
It isn't what I started out to make and I may make a different game with this same mechanic next week. Locking the z axis and making this a 2d game helped the time constraints some, but I would like to be able to get that third axis in a week long game cycle.
The game is a "gravity" style game which is one of my favorites. Impossible to control which means the mechanic doesn't really work, but I'm not 100% sure it is impossible to control. Given a shared high score system I think I would see some different approaches to making points, but alas I haven't written the shared high score system yet...
Here is a code snipet that does the collision checking. I didn't use the XNA system which I looked into a little and decided it was easier to write this simplified code.
private void checkCollision()
{
// check the position of the ball with that of the spinner
Vector3 vspin; // = Vector3.Backward; // pointed up
Matrix m = Matrix.CreateRotationY(spinnerRot);
vspin = Vector3.Transform(Vector3.Forward, m);
// I know the spinner is 7.2 units before scaling (looking in milkshape)
vspin = vspin * 7.42f * scaleXY;
// now check the position of the ball in z space
if ((ballPos.Length()>vspin.Length()+ballradius) && (distToOriginLineXZ(ballPos, vspin) < ballradius))
{
// collision
// wwh score or death?
score = score + 1;
}
// check if we are inside the center of the spinner
// spinner sphere radius = 2
if (ballPos.Length() < 2 * scaleXY + ballradius)
{
// wwh score or death?
mode = STATE_OVER;
if (score > highscore)
score = highscore;
//score = score + 1;
}
}
private float distToOriginLineXZ(Vector3 pt, Vector3 oline)
{
// used this reference
// http://local.wasp.uwa.edu.au/~pbourke/geometry/pointline/
// p1 = 0.0,0.0
// p2 = oline.x,oline.z
// p3 = pt.x,pt.z
// oline is a line from the origin
Vector3 vi = Vector3.Zero;
float u = ((pt.X - 0.0f) * (oline.X - 0.0f) + (pt.Z - 0.0f) * (oline.Z - 0.0f)) / (oline.Length()*oline.Length());
vi.X = u * (oline.X);
vi.Z = u * (oline.Z);
pt = pt - vi;
return pt.Length();
}
Wednesday, March 4, 2009
Sphere Pong
// move the paddle using the upVector (true) or the cross product of the origin and up (false)
// direction is a + or - 1 for up, down, left or right
private void movePaddle(bool usingUpVector, float dir)
{
if (!usingUpVector)
{
// need to take the cross between the up and the origin
Vector3 vp = paddlePos;
vp.Normalize();
// vector change
Vector3 vc = Vector3.Cross(vp, paddleUp) * dir;
vc.Normalize();
vc = vc * paddleSpeed;
// find the new location, will be outside the sphere
vp = paddlePos + vc;
// fix up the distance ot the sphere
vp.Normalize();
vp = vp * radius;
paddlePos = vp;
// the up vector should not have changed, right?
// move the camera behind the puck
fixupCamera();
}
else
{
// for this case, take the cross product
// move in the direction of the up vector (+ or -)
// position against the spehere
// use the cross product to calculate the new up vector
}
}
Wednesday, February 25, 2009
Bounce game
In this game the ball is bouncing at a regular rate. The idea is to move the little green dot around and tilt the tiles so the bouncing ball ends up landing on the green platform with the least number of bounces. The ball started in the bottom right corner. One of the biggest time sinks was the fact that there is no hidden surface removal (as you can see in the top right corner platform) and I spent a bunch of time trying to figure that out and didn't get it done. Had to move on. For me the jury is still out on JigLibX, but it seemed like it had a lot of potential, just needed more samples (that included hidden surface removal) and documentation.
If you want the source, send me a message and I'll consider sending it to you.
Wednesday, February 18, 2009
First Full Circle XNA Game
For a piece of sample code, this is the row column stuff and grid keyboard movement I have written a million times. Maybe I can come back here next time and just cut and paste.
private int rowFromPos(int p)
{
return p / tilerows;
}
private int colFromPos(int p)
{
return p % tilecols;
}
private int posFromRowCol(int row, int col)
{
return (row * tilecols) + col;
}
private void positionXYFromIndex(int idx, ref Vector3 vSet)
{
vSet.X = fLeftX + colFromPos(idx)*gapX;
vSet.Y = fTopY + rowFromPos(idx)*gapY;
vSet.Z = 0.0f;
}
if ((newState.IsKeyDown(Keys.Right)) && (!oldState.IsKeyDown(Keys.Right)))
{
int row = rowFromPos(curSel);
int col = colFromPos(curSel);
col++;
if (col >= tilecols)
{
col = 0;
}
curSel = posFromRowCol(row, col);
positionXYFromIndex(curSel, ref selPosition);
moves++;
score--;
}
else if (oldState.IsKeyDown(Keys.Right))
{
}
if ((newState.IsKeyDown(Keys.Left)) && (!oldState.IsKeyDown(Keys.Left)))
{
int row = rowFromPos(curSel);
int col = colFromPos(curSel);
col--;
if (col < 0)
{
col = tilecols - 1;
}
curSel = posFromRowCol(row, col);
positionXYFromIndex(curSel, ref selPosition);
moves++;
score--;
}
else if (oldState.IsKeyDown(Keys.Left))
{
}
if ((newState.IsKeyDown(Keys.Up)) && (!oldState.IsKeyDown(Keys.Up)))
{
int row = rowFromPos(curSel);
int col = colFromPos(curSel);
row++;
if (row >= tilerows)
{
row = 0;
}
curSel = posFromRowCol(row, col);
positionXYFromIndex(curSel, ref selPosition);
moves++;
score--;
}
else if (oldState.IsKeyDown(Keys.Up))
{
}
if ((newState.IsKeyDown(Keys.Down)) && (!oldState.IsKeyDown(Keys.Down)))
{
int row = rowFromPos(curSel);
int col = colFromPos(curSel);
row--;
if (row < 0)
{
row = tilerows - 1;
}
curSel = posFromRowCol(row, col);
positionXYFromIndex(curSel, ref selPosition);
moves++;
score--;
}
else if (oldState.IsKeyDown(Keys.Down))
{
}
Sunday, February 1, 2009
XNA learning started
That said, I don't have any code duties on that so to learn XNA I've been back to trying to write a game a week, this time using XNA instead of Java (http://www.woodsgoods.com/gaw). I don't think the quality will be there, but I'll try and post some screenshots and lessons learned moving forward.