Category: Uncategorized

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, …

Graphs, Graphs, and Data; an expansion of Wildfire

As you guys may know, I haven’t exactly been on the ball with updates to the Wildfire system, until now that is. I’ve been working on an update to the system that utilizes an external database system instead of SQLite, but the biggest part of the update is to recording of statistics. ‘Recording of statistics?’ I hear you say; …

Wildfire: 6 Month Review

The current instance of Wildfire has been running for 6 months now, so I thought I’d compile a small review of Wildfire so far… There are currently 248 registered users, with an average of 54.3 new users each month (up from <30 in January, February, and March) in the last three months. This statistic alone is impressive …

Thoughts on Game Design: Why use UDP for multiplayer?

It’s common knowledge in the games design industry that many online multiplayer games transfer data via UDP instead of TCP, but why? To answer this, we’ll have to dig deeper into how TCP & UDP work, and the specific scenarios that online gaming has to deal with. To start with, TCP is slower than UDP; this is …