Author Archives: Simon Glans

About Simon Glans

2015 Programming

Fast Gear – Week 9

So this is the final week. I have been working on some different things throughout the week. I have tried to balance the sounds better. Mostly we have worked on getting the positions of the cars in-game. We can now differentiate the cars in the race and see who is first, seconds, third and fourth. This was supposed to be done earlier but we ran into some issues with the code and we have been trying to figure it out […]

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Program: Programming

Fast Gear – Week 9

So this is the final week. I have been working on some different things throughout the week. I have tried to balance the sounds better. Mostly we have worked on getting the positions of the cars in-game. We can now differentiate the cars in the race and see who is first, seconds, third and fourth. This was supposed to be done earlier but we ran into some issues with the code and we have been trying to figure it out […]

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Program: Programming

Fast Gear – Week 8

This week I have been working on sounds for the game. I would have liked to start earlier than this but other “more” important things have come in the way. I say more important but in reality sounds are very, very important for a game. I added three different car sounds to our car, one idle, one for accelerating and one for when you have reached the maximum number of gears. Every time you go up a gear the same sound […]

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Program: Programming

Fast Gear – Week 8

This week I have been working on sounds for the game. I would have liked to start earlier than this but other “more” important things have come in the way. I say more important but in reality sounds are very, very important for a game. I added three different car sounds to our car, one idle, one for accelerating and one for when you have reached the maximum number of gears. Every time you go up a gear the same sound […]

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Program: Programming

Fast Gear – Week 7

In order to move the AI they have a force applied to their rigidbodies in the z-axis that pushes them forward. We use a property of the rigidbody called drag, which is how much air resistance the car will have when forces are applied to them. It is a scale from 0 to infinity where 0 is no resistance at all and infinity makes them unable to move. We are using drag to make the cars stick to the road […]

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Program: Programming

Fast Gear – Week 7

In order to move the AI they have a force applied to their rigidbodies in the z-axis that pushes them forward. We use a property of the rigidbody called drag, which is how much air resistance the car will have when forces are applied to them. It is a scale from 0 to infinity where 0 is no resistance at all and infinity makes them unable to move. We are using drag to make the cars stick to the road […]

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Program: Programming

Fast Gear – Week 6

This week I have been fixing some small hiccups that occur with the AI. For example when the frame drops I talked about in an earlier post appears and I have no idea why. Luckily this time it was relativelty simple to investigate and find the problem. In order to understand the problem you first have to understand the basics of the A* algorithm. A* searches among all the possible paths it can take to reach the destination and chooses the […]

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Program: Programming

Fast Gear – Week 6

This week I have been fixing some small hiccups that occur with the AI. For example when the frame drops I talked about in an earlier post appears and I have no idea why. Luckily this time it was relativelty simple to investigate and find the problem. In order to understand the problem you first have to understand the basics of the A* algorithm. A* searches among all the possible paths it can take to reach the destination and chooses the […]

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Program: Programming

Fast Gear – Week 5

As I mentioned in my previous post I have been working on the waypoints and the AI practically throughout the week. I have made some progress and the frame drops does not seem to be noticeable. The problem was that for 21ms the pathfinding for the units allocated 18MB memory but now I have reduced that to only 8.9MB which is a notable difference.
The problem seemed to be the threading which you can implement so you can have different calculations […]

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Program: Programming

Fast Gear – Week 5

As I mentioned in my previous post I have been working on the waypoints and the AI practically throughout the week. I have made some progress and the frame drops does not seem to be noticeable. The problem was that for 21ms the pathfinding for the units allocated 18MB memory but now I have reduced that to only 8.9MB which is a notable difference.
The problem seemed to be the threading which you can implement so you can have different calculations […]

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Program: Programming

Fast Gear – Week 4

Up until this point and probably for a couple of more weeks my focus have been on doing the AI(Artificial Intelligence) for our game. The AI is not that complicated as of right now. It has a road which it follows using A* which an algorithm for calculating the fastest way to the goal. The area surrounding the road is not made out of the same material so it has a higher value, meaning it costs more to drive on […]

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Program: Programming

Fast Gear – Week 4

Up until this point and probably for a couple of more weeks my focus have been on doing the AI(Artificial Intelligence) for our game. The AI is not that complicated as of right now. It has a road which it follows using A* which an algorithm for calculating the fastest way to the goal. The area surrounding the road is not made out of the same material so it has a higher value, meaning it costs more to drive on […]

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Program: Programming

Hello and welcome

Welcome to my blog about game design and programming. This blog is an assignment in my course, Big Game Project. The goal is to have a finished game in approximately 2 months. During this process I will write in this blog and talk about my design decisions and programming.
We are seven people who will be working on Fast Gear. My role in this is lead programmer, which means I will oversee the work of the other programmers, coordinate our efforts […]

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Program: Programming

Hello and welcome

Welcome to my blog about game design and programming. This blog is an assignment in my course, Big Game Project. The goal is to have a finished game in approximately 2 months. During this process I will write in this blog and talk about my design decisions and programming.
We are seven people who will be working on Fast Gear. My role in this is lead programmer, which means I will oversee the work of the other programmers, coordinate our efforts […]

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Program: Programming

Vecka 8 – Tutorial

Hej! Sista blogginlägget för denna kurs och detta inlägg kommer att handla om hur jag tänkte och gick till väga när jag gjorde en tutorial för vårt spel. Vårt spel är inte särskilt svårt, kan vara för att jag har spelat det så många gånger nu så det har blivit lätt men från de olika speltesten som har varit så har jag fått känslan av att spelet är svårt att förstå i början. En av anledningarna till att spelet är […]

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Program: Programming

Vecka 8 – Tutorial

Hej! Sista blogginlägget för denna kurs och detta inlägg kommer att handla om hur jag tänkte och gick till väga när jag gjorde en tutorial för vårt spel. Vårt spel är inte särskilt svårt, kan vara för att jag har spelat det så många gånger nu så det har blivit lätt men från de olika speltesten som har varit så har jag fått känslan av att spelet är svårt att förstå i början. En av anledningarna till att spelet är […]

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Program: Programming

Vecka 7 – Fler Menyer

Ännu en vecka går mot sitt slut och projektet blir mer komplett för varje dag som går. Denna vecka har jag haft mitt fokus på menyer. Jag har gjorde startmenyn för några veckor sedan men för er som inte har läst det eller vet hur jag valde att gå till väga så tänkte jag förklara det.
Kortfattat så börjar jag med att skapa en rad text som visas på skärmen, genom att ladda in en textfil med fonten och sedan sätta ut […]

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Program: Programming

Vecka 7 – Fler Menyer

Ännu en vecka går mot sitt slut och projektet blir mer komplett för varje dag som går. Denna vecka har jag haft mitt fokus på menyer. Jag har gjorde startmenyn för några veckor sedan men för er som inte har läst det eller vet hur jag valde att gå till väga så tänkte jag förklara det.
Kortfattat så börjar jag med att skapa en rad text som visas på skärmen, genom att ladda in en textfil med fonten och sedan sätta ut […]

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Program: Programming

Code Review on Group 15’s game “Geneva Lost”

This is a code review on group 15’s project “Geneva Lost”. In this report I am going to look into how their player class is implemented in their game and the types of connections it has with other classes. Simply put; what makes the player do stuff.
Their player needs a few things to make it work:
It inherits from a base class called GameObject.
A Entity class which is derived from GameObject.
It also needs a DrawManager which renders the players texture onto […]

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Program: Programming

Code Review on Group 15’s game “Geneva Lost”

This is a code review on group 15’s project “Geneva Lost”. In this report I am going to look into how their player class is implemented in their game and the types of connections it has with other classes. Simply put; what makes the player do stuff.
Their player needs a few things to make it work:
It inherits from a base class called GameObject.
A Entity class which is derived from GameObject.
It also needs a DrawManager which renders the players texture onto […]

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Program: Programming

Vecka 6 – Ljud och buggar

Hejsan!
Denna vecka har jag haft fullt upp med all leta efter orsaken till flertal småbuggar som jag fann i både projektilen och i menyerna. När man spelar vårt spel så kan man trycka på musknapp ett för att skjuta iväg en projektil och den följer en bana riktad mot musens koordinater. Buggen som uppstod var att när man sköt så kunde man släppa och trycka ner knappen igen och träffade man då en vägg så sköts ett nytt skott från spelaren […]

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Program: Programming

Vecka 6 – Ljud och buggar

Hejsan!
Denna vecka har jag haft fullt upp med all leta efter orsaken till flertal småbuggar som jag fann i både projektilen och i menyerna. När man spelar vårt spel så kan man trycka på musknapp ett för att skjuta iväg en projektil och den följer en bana riktad mot musens koordinater. Buggen som uppstod var att när man sköt så kunde man släppa och trycka ner knappen igen och träffade man då en vägg så sköts ett nytt skott från spelaren […]

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Program: Programming

Vecka 5 – Meny och Ljud

Denna veckan har jag fortsatt med det som jag gjorde förra veckan, det vill säga första menyn. Det var dags att implementera så att man kunde använda musen i menyn istället för att behöva sitta och trycka på piltangenterna. Genom att byta till musen så slapp jag också “sleep” funktionen som inte är den bästa och kan ställa till med problem. Det som behövde göras var:

Musen skall kunna flyttas över texten och texten skall då byta färg för att indikera att […]

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Program: Programming

Vecka 5 – Meny och Ljud

Denna veckan har jag fortsatt med det som jag gjorde förra veckan, det vill säga första menyn. Det var dags att implementera så att man kunde använda musen i menyn istället för att behöva sitta och trycka på piltangenterna. Genom att byta till musen så slapp jag också “sleep” funktionen som inte är den bästa och kan ställa till med problem. Det som behövde göras var:

Musen skall kunna flyttas över texten och texten skall då byta färg för att indikera att […]

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Program: Programming