Microcell Testbed Images

March 20th, 2010


For once I have something visual relating to my honours project, so it seemed appropriate to share a sample here.

A major part of the project involves distributing microcells (fixed areas of the world) between a series of worker nodes both statically and dynamically. In order to test methods of achieving this, I created a small testbed application which simulates the task without networking. It is capable of using various methods to distribute cells, both at the start of the application and as it runs, both controlled by a central server and initiated by worker nodes and gives graphical and numerical feedback.

The images below were taken with a greatly reduced number of cells, and the work involved in processing each cell is artificial: there are no pathfinding characters yet. However hopefully it demonstrates to some extent how division of the world takes place, and allows me to easily test distribution methods before using them in the proper simulation.

Coloured by number of characters per cell.

Initial block distribution.

Random distribution for comparison.

Block distribution with dynamic passing after time.

As the actual application I am working on is written in C#, I used XNA to create the images here. As it is possible to render XNA frames to a windows form application with little difficulty, this is also the approach I will employ for visualising the complete project.

YinYangYou – Next Level Dundee Completion

September 17th, 2009


titleSo, a week since my previous Next Level post and the project has come to completion.

YinYangYou, our game, is a top-down two-player race to collect energy and skew the balance of the playing field. By throwing orbs into their opponents’ “holes”, each player can increase the amount of ground they control on the opposite side of the board, eventually claiming an entire side and winning the game. A range of exotic energy pickups, such as time control and hole switiching, add variety and tactical elements to the gameplay.
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Next Level Dundee

September 7th, 2009


This week I’m taking part in Next Level Dundee. Next Level is a digital media collaboration project, which basically means I’m meeting some new people and developing a game with them in a week. Scary idea.

whitespace

We pitched our games to the other participants on Friday, having only just managed to meet up the morning beforehand. Luckily we’d managed to agree on a game design through online meetings on Skype, but there were elements that we didn’t fully decide upon until we met face to face.

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Depth of Field

August 2nd, 2009


Dof6

Me: “But Abi! Surely I should work on bug fixes rather than implementing Depth of Field.”

Project Manager: “No, Hazel. You must work on awesome graphics effects.”

Me: “Sweeeet.”

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Into The Deep Dark Woods: Lighting and Shading

July 20th, 2009


DarkArea

Although I’ve really only been sharing bright and shiny screenshots of our game, it actually progresses from a sunny farm through to a dark and creepy forest. Naturally, this meant it was time to focus on implementing a coherent lighting model for the level. At the moment we’re working with ambient lighting, two directional lights and two spot lights per short section of our game.

In addition, I’ve been looking at methods for shadowing and shading. Each bee is an intricate model, but scaled down it would be easy to lose a lot of the detail. As you can hopefully see in the following images, shading adds some depth and makes the bees appear far more three dimensional. Continue reading »