It basically is an overview of the libs and tools used, with explanation about some more "re-usable" parts and also about what we (probably) did awfully wrong.
Overview Libraries Used (with some in-house ones) - especially: Easing Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
Overview Libraries Used (with some in-house ones) - especially: Easing Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
Overview Libraries Used (with some in-house ones) - especially: Easing Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
AI Design & Impl Problems Started asking around on ptt.cc (Prob_Solve) in 2007. Dunno how to impl AI strategy for building chains. Research some kind of patterns? Neural network?? Reinforcement learning??? Genetic algorithm????
AI Design & Impl Problems Started asking around on ptt.cc (Prob_Solve) in 2007. Dunno how to impl AI strategy for building chains. Research some kind of patterns? Neural network?? Reinforcement learning??? Genetic algorithm????
AI Design & Impl Problems http://kamoland.com/wiki/wiki.cgi?RensaWiki Puyopuyo "Rensa" walkthrough site with AI programming competiton !!! ... And basically, the strongest strategy is just brute-force.
AI Design & Impl Problems So, let players try the AI. Few people could beat EASY. * made AI even slower, too boring - player learns nothing * occasional "critical hit" - randomness problem - you don't want player get defeated randomly - computer simulated "hand-shaking" - had to make pace feel right to new player
Why Game Programming is Messy A. Impossible to know what will actually work B. Many things are coupled by nature/design, nothing to do with how you code it
Why Game Programming is Messy A. Impossible to know what will actually work B. Many things are coupled by nature/design, nothing to do with how you code it A+B = layers of workarounds, unexpected complexity & bugs/crashes hard to keep code clean
Cross-Platform meaning? C/C++ is a portable language. But use cross-platform libs & tools & getting all the code to compile is only the beginning. Some libraries may not be maintained well.
Cross-Platform meaning? Deployment & UX adjustments is PITA. - OSX *.app formats - ManyMouse (old) on Linux - Android apk filesystem restrictions - etc May be better to focus on 1 platform at a time, but keep code portability at all cost.
Overview Libraries Used (with some in-house ones) - especially: Easing Functions & Custom Dictionary Development Issues (that I think is interesting) - AI design & impl - Why game programming is messy - Cross-platform? All (?) the Mistakes (??)
All the Mistakes Questionable/Bogus stuff & decisions we had Template setter & getter for view objects: obj->set(vec2(100, 200)).set(128); And because it looks cool: obj->onPress(button) = bind(function, ...);
All the Mistakes Questionable/Bogus stuff & decisions we had Pre-processed C++ source/header Using eruby (erb-like) to proc. embedded ruby Model.cpp.eruby -> preprocess -> Model.cpp
All the Mistakes Questionable/Bogus stuff & decisions we had Pre-processed C++ source/header Using eruby (erb-like) to proc. embedded ruby Model.cpp.eruby -> preprocess -> Model.cpp Debug hooks Auto #ifndef #define #endif block for headers Generate property getter/setters. Expand Boost.object_pool signatures.
All the Mistakes Questionable/Bogus stuff & decisions we had "Multiple-View System" There was a time when 2D/3D switches seemed cool to us. And we also thought maybe we need multiple view presentations.
All the Mistakes Questionable/Bogus stuff & decisions we had "Multiple-View System" void go_exploding(int color_id){ BOOST_FOREACH(pViewBase& view, view_slaves_){ if(view) view->go_exploding(color_id); } view_master_->go_exploding(color_id); } It hasn't been utilitzed. ....Yet.
All the Mistakes Questionable/Bogus stuff & decisions we had Read the book already even before we started, clearly that was not enough. The last 10% need 90% time,
All the Mistakes Questionable/Bogus stuff & decisions we had Read the book already even before we started, clearly that was not enough. The last 10% need 90% time, and it is recursively true.
All the Mistakes Questionable/Bogus stuff & decisions we had Biggest Mistake: The game isn't out yet. (hopefully we can get it done before Spring is out, but Spring includes May... hmmm)