Category: Uncategorized

Networking Diagnosis with Wireshark

I’m still unfamiliar with ENet (I find it to be extremely limiting when compared to other networking libraries), so have yet to create a stable network connection with the server (the server receives the data but the client doesn’t seem to process any data sent from the server). Yesterday I didn’t even get that far- …

Ten years of Crysis Wars: an analysis

March 31st 2019 marks ten whole years since the last official update by Crytek to Crysis Wars, the lack of updates since then caused the game to die by mid-2014 (the GameSpy shutdown didn’t help with that either). It was claimed by Crytek that the reason why no more updates were released for the game …

3D Pathfinding: Thoughts

For one of my university assignments I’m working in a group to develop a racing game, taking inspiration from Mario Kart. I’ve come to realise that AI (specifically, staying in the centre of the track and/or getting the width of the track) is pretty important for a lot of stuff in the game: Items (red …

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┬áTrek: 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.