Tag: gamedev

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 …

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 …