Here is the abstract:
Jean Simonet takes a deeper look at how new language features, such as Coroutines, Closures and Continuations can help game programmers write more robust and readable Gameplay and AI code. This is a follow up to his article Logic Over Time.
You can give it a read right here!
I gave a talk to students at a local High-School this week. It was lost of fun, and the kids were very interested.
You can check the slides right here.
I had to give the talk five times in a row though, to five different groups of kids, which was pretty rough! The talk was very generic, I mostly tried to make sure they understand that there is a difference between playing games and actually making them; that game development is a real job, and a difficult one at that; but that it’s worth the effort because games are the best!
Many thanks to Derek Ritzenberg, the Game Development teacher, and Blake High School for having me. You should see the lab they have for the gamedev classes, it’s really nice. I wish my school had half as much infrastructure to teach game dev when I went through high school. The most amazing part was lunch time, the labs gets flooded in a couple of minutes with a ton of students, they sit at the computers with their lunch, and boot up Game Maker or Unity.
Derek told me that the parents have basically begged him to continue the class during summer for their kids, and he’s indulged. I think that’s just fantastic!
My article on logic over time got featured on Gamasutra’s front page, awesome!
Here is the abstract:
Game programmers write state-machines all the time, and yet the way we do it is often un-intuitive, over-engineered, or prone to mistakes. There is a better way, one that takes advantage of the new features of our game programming languages.
Check it out, and let me know what you think!
[Edit: The new version is up on the asset store now]
My Low Poly Terrain Asset is live on the Asset Store, yay! I’ve already gotten a good amount of feedback and feature requests for it, and so I am, in fact submitting a new version today. Here’s what’s on the menu:
Import Raw heightfields
You can now import RAW heightmap files from World Machine or your favorite terrain generation tool. Both Raw/R16 (16-bit integers) and R32 (32-bit floating points) are supported. There is now a drop-down to let you pick your favorite method.
Olivier and I have continued to work on our small bomb defusing game (current title: Bomb Squad Academy). We made a bunch of circuits, and then had a few friends try it out. The response was surprisingly good: everybody thinks there is some potential. My friend Dan’s kid couldn’t stop playing with it, although he mostly liked to set the bombs off (he’s 8!).
In what will hopefully be a recurring series on the things I worked on the past few years, I thought I’d spend some time explaining how I made the mountains in Fireborne, and took the most advantage of Jonah’s fantastic texture maps.
I’ve been putting together a portfolio page. For one thing, I think I’m finally at the point where I can look at all the work I did on Fireborne and not just be overwhelmed by emotions, and just be proud of what we did manage to accomplish (well, mostly that, it’s still sucks not to have finished that game). And there is some really, really cool stuff there! All the stuff around the planet, for instance, is actually pretty involved, and it’s nice to be able to show it off, even if it’s not as part of a full game…
On a more practical side, I am also doing this so that I can start looking for contract work. I need to be able to point to work I’ve done in the past, so that page will serve as that too: a Portfolio.
It’s not even near complete, but a lot of the stuff I didn’t have really good footage of (and yet, I had tons of footage). Things like my planetary pathfinding solution or fancy behavior graphs are pretty hard to illustrate graphically, but it’s a start!
A couple weeks ago, I stayed at Olivier‘s for a week, and among other activities, we decided to participate in the One Game a Month challenge. The subject for September was “30 seconds”, so Olivier and I went with the obvious reference to Hollywood action movies: a bomb defusal game! We spent a few days on it back then, and are now trying to finish it before the deadline (although #1GAM isn’t very strict, it’s not actually a competition).
For right now we’re calling it Red or Green, but I’m pretty sure there are many, much better, references to popular movies out there…
We still have to make you work your way up to this level, and then past it, but maybe you can already figure it out?
Which wire would you cut?