Archive for the ‘methodology’ Category

Top 10 Trends in RPG gaming

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.

Found an opengl bouncing ball demo

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.

Eve’s Slow Burn

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 [...]

Plot and Graphics not as important as other things

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.

Got physics and gravity working in ball bounce demo.

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.

First try at solving the C10K problem.

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 [...]

SDL_net programming

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 [...]

Reseaching Sprite Collision Detection

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.

Adding font display to the graphics.

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 [...]

Multiple bouncing balls.

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.