Day / Night Cycles

Quick midday update, I now have a day / night cycle that fades in and out.  There’s also a fancy journal / log that slides in from the left when you hit tab.  The rest of my time has been spent trying to correctly parameterize the world building algorithm.  

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Putting it to the Test

Well I’ve been working away on RPM v1, and decided I’d try putting what I have so far (very rudimentary design) to the test and make a quick game.

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Explosion from the Past

Wait, I think I got that wrong… it’s supposed to rhyme.

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I’m Back

So it’s August 20th, and a tiny bit before my predetermined “get back to work” date but I figured a update would be in order.

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JMonkey Performance Updates

I received a couple emails of people asking me if the test I did was with “static” geometry.

JMonkey has this notion of setting a mesh as “static” which allows the engine to optimize the mesh since you won’t be changing it frequently.  The tests I did were strictly with “dynamic” meshes, I wanted to test the straight throughput without any mesh restrictions.  

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JMonkey Performance Test

Originally when I stumbled upon JMonkey, I thought “wow this game library is awesome”.  I spent some time playing around with it and decided that it was perfectly adequate for what I wanted to do, while allowing me to write all my little projects in Java for quick turn around time (number one goal for a short attention span).

After trying a couple projects (including the previously posted Map Generator) I started to see performance issues.  I wanted to make sure they weren’t related to JMonkey/OpenGL throughput issues, so I decided to do a little performance testing.

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Procedural FPS Maps V1

I had two main goals with this little mini project.

1. Get to know my way around Jmonkey a little better.

2. Design some heuristics around FPS maps (mainly for deathmatch style games) from scratch.

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Procedural Generation Intro

Ever since I started to really get interested in game development, I’ve always been interested in procedural generation.  Procedurally generating content is a great way to improve replayability in your game.  Many games already take advantage of this by generating things like: dungeons, random item drops, and terrain.  Basically, anything that is not scripted directly by a human, has been generated through the clever use and combination of repeatable formulas, building blocks or whatever other method you’re using (I’m going to try to invent new ones, I’m that cool).

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Game Engines

So when I decided to start focusing on this project (this project being, this blog) I figured at the same time I’d try to start participating in the Ludum Dare competitions (for those who are not familiar).  For this goal and the fact that I want to be able to iterate quickly on my ideas, writing a game engine myself would not be prudent.  It’s a pretty well understood problem, so there are quite a few “out of the box” options for the common developer to consider.

I’d now like to take a moment to explain something.

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