Archive for the ‘methodology’ Category
Thursday, September 17th, 2009
http://www.raphkoster.com/2009/09/17/agdc-top-ten-social-rpg-trends/
#1.New horizons in virtual goods.
#2.Gifting invites.
#3: making missions more interesting.
#4 Customization and personalization.
#5: collections and wishlists.
#6: Metatrend: lots more ways to work together on common goals.
#7: New themes.
#8: Using friends’ data.
Trend #9: Narrative
#10 : iPhone and social RPGs.
Tags: Gaming, technique
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Sunday, September 13th, 2009
OpenGL Bouncing Ball
I complied it with:
gcc ./bounce.c -I/usr/X11R6/include -lglut -lGL -lXext -lX11 -L/usr/X11R6/lib
It was interesting.
Now looking for an SDL version of opengl 3d bouncing ball.
Tags: 3d, Gaming, graphics
Posted in C, Gaming, methodology | No Comments »
Sunday, September 13th, 2009
Eve’s Slow Burn
Which trajectory would you rather have, if you were running an online game? Almost certainly Eve’s (and their basic curve shape is mirrored by Second Life and Dofus, two other successes). For all you guys making indy MMOs out there: model Eve. What’s the central tenets of their success?
Identify an unexploited market [...]
Tags: design, Gaming
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Saturday, September 12th, 2009
Plot and Graphics not the most important aspect of gaming success.
WHAT is the key to designing a hit video game - beautifully crafted graphics or a gripping storyline? It may just be a matter of social interactions and avoiding bad pricing, say Russell Beale and Matthew Bond of the University of Birmingham, UK.
Tags: design, Gaming, marketting
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Sunday, July 26th, 2009
Have you ever wanted to know how they simulate balls bouncing off each other and being pulled down by gravity? Here is some simple code using SDL and C that shows how it works.
Tags: 2D, elastic collision, graphics, physics, programming, SDL
Posted in C, Gaming, methodology, tutorial | No Comments »
Tuesday, July 21st, 2009
I am implementing an epoll() solution as recommended by this page: http://www.kegel.com/c10k.html
The documents and examples are a bit lacking so hopefully by the time I am done with this series I will be showing everyone a good example of a general purpose threaded program that can scale up to multiple tens of thousands of [...]
Tags: c10K, client, networking, server
Posted in Gaming, Linux, methodology, programming | No Comments »
Sunday, July 19th, 2009
http://gpwiki.org/index.php/SDL_net
SDL_net, a part of SDL, is a small sample cross-platform networking library, with a sample chat client and server application. It is available under the GNU Library General Public License. SDL_net gives a simple and portable interface for TCP and UDP protocols. For UDP sockets, SDL_net give an half-way connection: you can bind a socket [...]
Tags: networking, SDL, SDL_net
Posted in Gaming, methodology, programming | No Comments »
Saturday, July 18th, 2009
http://www.google.com/#hl=en&q=sprite+collision+detection
http://www.gamedev.net/reference/articles/article735.asp
Huge collection of sdl tutorials : http://lazyfoo.net/SDL_tutorials/index.php
I created a very primitive sprite collision scheme built into my multi bouncing ball demo.
Here is the Youtube video: First Sprite Collision Attempt
Here is the code:
collision.c
You compile the code like this:
gcc `sdl-config –cflags –libs` collision.c
Enjoy.
Tags: animation, collision, SDL, sprite
Posted in C, Gaming, Language, methodology, netbook, tutorial | No Comments »
Saturday, July 18th, 2009
fontdemo.c
I had to install the SDL_ttf dev library to compile this one.
The command line to compile this is:
gcc `sdl-config –cflags –libs` -lSDL_ttf fontdemo.c
Notice the additional
-lSDL_ttf
that was added.
The original example code is here.
The arial ttf library is at that link. It has to be renamed to all lowercase to work.
I added a check to see [...]
Tags: font, graphics, SDL
Posted in C, methodology, programming, tutorial | No Comments »
Friday, July 17th, 2009
I revisit the ball bounce program I did earlier today and make the balls objects. The main program now works with a list of balls.
Tags: animation, SDL
Posted in C, Gaming, methodology, tutorial | No Comments »