Browsing 'Programming': Posts from Game Design and Programming

SGA Conference – Day 1

I’m in Stockholm over the weekend for the Swedish Game Awards Conference. After a long day of traveling (got up at 5.30 in the morning to catch the ferry to the mainland), mingeling and lectures, I retreat to a well deserved night’s sleep.
Two highlights stood out for me among the day’s events:
I met Angelica Norgren and Josef Fares, both involved in the Swedish gaming-focused radio show P3 Spel that I enjoy every week in podcast format. […]

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Program: Programming

SGA Conference – Day 1

I’m in Stockholm over the weekend for the Swedish Game Awards Conference. After a long day of traveling (got up at 5.30 in the morning to catch the ferry to the mainland), mingeling and lectures, I retreat to a well deserved night’s sleep.
Two highlights stood out for me among the day’s events:
I met Angelica Norgren and Josef Fares, both involved in the Swedish gaming-focused radio show P3 Spel that I enjoy every week in podcast format. […]

/ Comments Off on SGA Conference – Day 1
Program: Programming

Leakin’ dem bytes

Memory leaks are something that programmers (especially those in C and C++) always have to keep in mind. Unfortunately, we didn’t really think about them until roughly halfway into the project. That means we end up with something like this:

Taken from our pre-alpha playtesting build.

This could have ended up a lot worse than it actually did. We didn’t really have any constant leaks, so the total leaks didn’t grow in size.
Now, for those of you that aren’t that into programming, […]

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Program: Programming

Leakin’ dem bytes

Memory leaks are something that programmers (especially those in C and C++) always have to keep in mind. Unfortunately, we didn’t really think about them until roughly halfway into the project. That means we end up with something like this:

Taken from our pre-alpha playtesting build.

This could have ended up a lot worse than it actually did. We didn’t really have any constant leaks, so the total leaks didn’t grow in size.
Now, for those of you that aren’t that into programming, […]

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Program: Programming

Playground Panic #4 – Hierarchy, optimization and control

After some discussing with our SCRUM-master Simon Wulf, we agreed on having to change our code-structure. Due to reasons (mainly time-pressure and lack of experience), we handled sprites in our GameState together with the rest of the code. It’s pretty simple to do with SFML’s built in things, but for overall optimization and to avoid clusterfuckyness in the code, it’s much better to let the objects themselves handle these kinds of things and let the GameState stay in the unknown […]

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Program: Programming

Playground Panic #4 – Hierarchy, optimization and control

After some discussing with our SCRUM-master Simon Wulf, we agreed on having to change our code-structure. Due to reasons (mainly time-pressure and lack of experience), we handled sprites in our GameState together with the rest of the code. It’s pretty simple to do with SFML’s built in things, but for overall optimization and to avoid clusterfuckyness in the code, it’s much better to let the objects themselves handle these kinds of things and let the GameState stay in the unknown […]

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Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

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Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program. It looked something like this:
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at […]

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Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program. It looked something like this:
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

/ Comments Off on DirectX Leak Debugging
Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

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Program: Programming

Codename: Haunted Light – Generation Process

This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]

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Program: Programming

Codename: Haunted Light – Generation Process

This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]

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Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

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Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

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Program: Programming

Artifact of the week: Implementing Morker

Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github.  Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]

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Program: Programming

Artifact of the week: Implementing Morker

Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github.  Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]

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Program: Programming

Sprint planning + progression (?)

As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:

 
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]

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Program: Programming

Sprint planning + progression (?)

As usual I am going to write about the past week and what I’ve done as a coder in the group. So last week I had a bunch of things to, and the following picture showes what the assigned tasks were that I was expected to do:

 
As you can see there were a total of eight artifacts and the estimated work hours summed up to a total of whopping 52 hours in a week, so it isn’t hard to […]

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Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Parent UI

So what’s been happening? Well for a while I have been struggling with the parent UI, I didn’t really know how get It working and a was a bit confused until I got help and now things looks to be done soon(read more about what the parent UI does in the two posts before this one). So now there have been changes so it is easier to choose what kid that is going to be cleaned before the parents come. […]

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Program: Programming

Parent UI

So what’s been happening? Well for a while I have been struggling with the parent UI, I didn’t really know how get It working and a was a bit confused until I got help and now things looks to be done soon(read more about what the parent UI does in the two posts before this one). So now there have been changes so it is easier to choose what kid that is going to be cleaned before the parents come. […]

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Program: Programming