Comms Library Progress

February 28th, 2010


Unfortunately my honours project is not particularly visual, so it can be hard to update this blog with my progress when I have nothing I can really show. However, progress is being made. The first component of the project, a communications and network library, was completed almost a week ago.

The most useful thing I can share is the class diagram this was based on. It’s rough, it doesn’t detail methods or member data, and it’s far from beautiful, but perfection is an easy trap to fall into. I thought it was better to have a functioning library and an ugly diagram than a work of art demonstrating a library which I then would have no time to create.

The current phase of the project is far more interesting in my opinion, and thankfully should result in something slightly more visually interesting. It concerns the division of the world, hierarchically, into microcells. This spatial partitioning, and more importantly the assignment of work to specific processors is fast becoming the major focus of the project, and I hope to follow up with more on that topic shortly.

Global Game Jam 2010

February 4th, 2010



Over the weekend, almost 50 developers in Scotland and over 1500 crazy people worldwide opted to forgo luxuries like sleep and rest by taking part in Global Game Jam. Perhaps unsurprisingly, you’re reading this because I was one of them. Continue reading »

Coding Coder Art

January 22nd, 2010


Starting work on a 3D project as of yet lacking in assets, I was considering cracking open Paint.Net to create some default textures. However, being a programmer rather than an artist, I figured I’d better investigate some alternatives. I reduced my work, and made even more hideous coder art in the process!

I ended up trying two options: .Net Graphics support (which uses GDI) and everyone’s favourite image manipulation tool ImageMagick. My aim was to create bright an horrible images, to ensure they don’t remain in the project by mistake, with text on them to show what object my many cubes and spheres represent. Continue reading »

Unity Is Free

November 2nd, 2009


ss1Having heard that the Unity game engine is now being offered for free, I figured I would be a fool not to take advantage and give it a go. As such, I spent a little time working through tutorials, playing with various features and starting a small game project.

I figured as a quick introduction I would work on a clone of Rotation, an Asteroids/Duo/Space Invaders sort of game which I created in Flash a couple of years ago.

Overall things went (slightly surprisingly) very smoothly. Initially I had to cling the script reference but once I had a better idea of the functionality available, everything started to come together. I don’t have much experience with comprehensive game engines like this, but Unity certainly seemed to provide far fewer “Why on earth was it designed like that?” moments than I’ve experienced in the past; it also took far less time to get a general overview of in the first place. I can already see how this tool could be useful for quick gameplay mock-ups as well as complete, commercial products. Continue reading »

Project Experiments

October 27th, 2009


Untitled2I’ve made some progress in the past week with my honours projects, creating small experimental programs to familiarise myself with multi-threading in .NET. Thankfully so far I’ve found the syntax clear and consistent with the terms normally involved in parallel processing. Although this doesn’t simplify the task of designing the program it certainly avoids the implementation overhead which has been inherent in my attempts with multi-threading in C++.

The programs I’ve been working on are in C#, though I’d be interested to try other .NET languages. In each, I processed thousands of entities allowing each to rotate and bounce around a window. Different methods of splitting up and dealing with this work in parallel were experimented with. Continue reading »