Author: AStopher

Wildfire 2: Branches

As said in my last post Wildfire 2 needs to support two university projects: The first, a digitization of a board game (in ASGE) The second, a mobile AR game being a cross between Tetris and Bejeweled (in Unity and Vuforia) The first project needs the server to be integrated into its codebase (with a …

Wildfire v2

I created Wildfire 2 (technically Wildfire 3, but Wildfire 2 was never completed) last week to act as a gameserver for a couple of uni projects. The Wildfire (and thus GSv2) protocol was never intended for this kind of use (actual as a communication layer for an actual gameserver) so Wildfire v2 will have several …

The problem with automatic sorting (std::map)

Do you want to store data in C++ that requires mapping that data to a string or other type of key? Is the order of that data important? Well then, don’t use std::map. “wha?” I hear you ask, well: std::map is an ordered data type What is meant by “ordered data type”? It means that …

Star Trek: Discovery’s Visuals (and why its lesson is important for sci-fi video games)

There has been a whole ton of criticism over the latest iteration of Star Trek and its visual + set designs. Is Star Trek: Discovery really Star Trek if it doesn’t have PADs and has technologies that we don’t see in TOS (Star Trek: The Original Series) such as holograms? Well, according to the show’s set …

File Buffers (but not what you think)

I’ve recently been developing a level manager (reading levels from file and creating the level within the game)- all the game levels utilise a common format of using the same floor and wall textures (to be swapped out later by other members of the development team for the project). These textures are loaded from file multiple times, putting additional load on the computer’s resources (specifically its disk and memory). …

Website Restore

I’ve just done a partial restore from my old blog at mgnconflict.co. I couldn’t restore everything so references to images have been removed (the Internet Wayback Machine didn’t save these), so I’ve saved and restored what I can.

Old Vs New

In the 1980s and 1990s, text-based adventure games were commonplace. Many consoles back then were actually home computers, such as the Commodore 64, and programs were loaded via tape cassettes (a far cry from modern hard drives and solid state storage!). Games were developed by companies, but were also created and distributed via media such …

Img2Map (Game Engine Image Mapper)

I’ve created a small piece of software that maps-out an image’s RGBA values to a file. That file can then be read by a game engine and then be recreated- this allows it to be manipulated (I created it to support my RainEngine project but isn’t part of that assignment). It supports up to a …

Is it possible to combat the speed of a library that you don’t control?

As mentioned in Welcome to The RainEngine, I’m using the ASGE (AwesomeSauceGameEngine) for my 2D engine (which will be taking up roughly 80% of my time on the assignment, but I believe it’s worth it). The engine is extremely basic and isn’t optimized, that means that it can be slow when faced with a load …

Welcome to The RainEngine

For a university assignment on game systems I’ve chosen to do regular good ‘ol rain… with a twist. The assignment calls for creation of one of four systems (rain, sand, sound, text-based game) to be implemented in at least two game engines (I’m using one 2D and one 3D). In the 2D game engine, ASGE, …