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Rachel's Dev-Blog

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Keeping the ne'er do wells out...

Online games... The unsavoury types are always drawn to them. As a game admin, you simply kick them out of your game, or ban them if you're in such a mood and that's the end of it. But now looking at it from the developer side of things, I can't help thinking a bit more about it.   It's one of UDP's advantages over TCP. When you get a known trouble maker trying to join your game, your server can either tell them to sod off (in the nicest way possible), or it could pretend that it never even go

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Just how many physics updates per second should your game have?

I'm not shy about the fact that I always thought 60 was completely ridiculous number. Building something that I hope to actually be finished one day, WITH multiplayer capabilities, I thought 50 would be a better number, as it's much more scalable (every 20 milliseconds as opposed to every 16.666667, Or 17, 17, 16, 17, 17, 16 etc depending if you use floats or ints).     But looking at commercial game developers, they think even that is too high. I've sort of got raycast projectiles working (I

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The horrible and disgusting "static class"

It's something I've always been opposed to - creating a class, knowing full well I'll only create one instance of that class, or none at all. I've always been an advocate of the idea "only create classes if you want to create several instances of the class". It's what always kept me away from the idea of using LEO, instead of using the plain C interface.   How many "engines" are going to be running inside my game? Just the one, so why make an engine class? Despite saying this, for years I did

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No sign of any uploads recently... Still working on it?

That might be a question going through some people's minds. The answer is "yes" I'm still working on it. Just much slower than before.   At the start of the project everything was working brilliantly, I'd got as far as adding an external newton into the project. I'd even got it to correctly build the physics shapes from wavefront obj files on-the-fly, and force and torque was all working too. So where did progress suddenly freeze?   The answer was the player controller. I would have to write

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What exactly am I doing?

A good question, one that it seems several people have now asked me. The answer is, I'm doing quite a few things, and multi-tasking them. Of course this causes a problem in that it can appear to take much longer to get any visible results down, but I remain faithful. During my last year at uni I was tasked with making a simple multiplayer game, and only in the final two months before submission could you really see any evidence of the game itself. But once the first sign of life had emerged from

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