BOOOO! Oracle

February 5th, 2010

Sun were giving all their products away for free and wasn’t making any money. To help out Oracle buys Sun. At first I thought this was excellent news because both companies have exceptional products, but neither have many flagship products (note flagship) that directly compete with each other. So it seems like a good mix.

This was until I received…

In short, Project Kenai is closing and taking my open source sf-library along with it. BOOOO!

So I’ve had to move the whole project across to Google Code. But it has me annoyed because Project Kenai is clearly prettier then Google Code:

However what really is quite worrying is that the JOGL project (Java OpenGL bindings) will also be closing along with Project Kenai and there are no plans to move it back to it’s old home java.net or to anywhere new (but there are some custom branches around on github). But it annoys me as yet another example of how Java, a very mature and successful language, is failing to capture the desktop market. I did a blog post a month or two ago mentioning WebGL which will allow you to do 3D in the browser, yet you’ve been able to do it for years with Java. It’s crazy it doesn’t get more support for this kind of thing from Sun,.. sorry, Oracle.

BOOOOOO!

What am I working on? SSG!

January 31st, 2010

It’s been a while since I’ve added some proper content to the site, so what have I been up to? Well mainly…

It’s a full complete remake of SpaceSnake. For a while I’ve wanted to do two things for my next project. First make a complete game, not another small 1 level title, and second base it on one of my existing games. SpaceSnake is easily the most popular game on my site. It’s also the only one of my games where someone other then me has blogged about it! Making it the obvious choice.

It’ll have multiple levels placed in a large universe map that you play across. On each level there will be achievements to complete in order to unlock the later levels for building a sense of progression and development. The levels will also get consistently harder as you go through to push your snake skills to the limit.

SSG universe map

an early shot of the universe map


SSG universe map 2

previewing a level on the universe map

When finished I am planning to try and get it released onto the (still quite recent) JavaStore. It might not be Steam or the Apple Store, but having a full game finished and published will give me more credability and gain experience I can use for the next title. In many ways it’s like I’m building my first game again because it needs to meet a standard at of completeness that is far higher then any other game I have built.

SSG 'My Plumbing' level screenshot

levels now overlap across the sides of the screen


There is still lots to do, so I’d better get back to work!

Arts & Crafts

January 8th, 2010

My brother recently asked me if I still had a copy of a video I made years ago. A small proof of concept video when I was building my own green screen (actually it was orange, that was all I could get for free). So I managed to track it down and reposted it on YouTube.

It’s also online at MySpace where amazingly this has almost 4,500 plays!

Next is something more recent. If you’ve played through ColdWar Chaos then you’d have seen the bombs that explode into different cat faces. These were all made using a video of one my cats, Moses. Here are the original images I made for each of her faces in the game:
moses

Java, with no Java!

December 30th, 2009

A few weeks ago I saw this video on channel 9 about the new hardware acceleration features being added to IE9. In reality this is nothing new, I saw news reports of Mozilla talking about adding similar to FireFox at least a year ago. But to see it in action brought home a certain reality.

One of the key selling points for me using Java for building my games is that all of the graphics are hardware accelerated, all thanks to the OpenGL bindings. There is no worry about the number of images I’m using and if they are transparent. With hardware accelerated support in the browser this advantage is just no longer true.

The need for hardware acceleration is apparent if you look at some of the current high-end HTML 5 examples. There are some great ones over at Chrome Experiments.com, my favourites being a partial port of Another World. But some others make my PC grind to a crawl. However even with HTML 5 I’d then have to write all my games in JavaScript; a language far more combersume and limiting then Java.

Java to JavaScript

So next enters GWT, the Google Web Toolkit. A library for building GUIs in JavaScript. But what’s interesting is that it’s written and compiled from Java code.

I’ve been playing around with it over the last few weeks and if you’ve got any experience using something like Swing then you’ll find it a synch to use. They have a nice page showing all of the core widgets included here, but even nicer is their mock mail app example.

The potential here is that I could write a game in Java and not have to rely on the plugin being present. But even if the graphics are hardware accelerated it’s still not the same without the OpenGL bindings. Lots of little effects and tweaks I’d like to perform for which I need them to be able to perform. The solution? WebGL!

GFX FTW!

A new standard in development (here) and already supported by FireFox, Chrome, Opera and Safari (although it seems only via experimental nightly builds on FF). This would be perfect and is what I’d love to be using. It’s just a shame that only one of those browsers has a percentage of users in the double digits, and even then nothing compared to IE. Until that changes it’s just not practical to use. That pains me.

Any JVM bugs users experience automatically get blamed on my games (that is where the user saw them occur). It’s also not as cross-platform as I once thought (although still excellent at this). I’d ultimately love to have the same environment I have right now, writing Java code that uses OpenGL, but with no actual Java backend. That would be heaven.

About time!

December 17th, 2009

I’ve been bogged down with tonnes of academic work over the past few months. Lots of assignments, lectures to attend and my on going third year project. As a result StudioFortress has been on the back burner for a while with the odd minor update.

However it’s now the end of term so that’s changed. Over the last few weeks Space Snake has been getting a lot of plays from visitors via SuperLand.de, a german blog on games. It’s still easily my most popular game, so I’ve finally found enough time to add a feature it’s needed for ages. Highscores!!!

space_snake_highscores

If you go and play today you’ll find the various death screens have been replaced with new ones where you can type in your name and submit a score. A minor improvement in the grand scheme of things, but I personally think it makes a big difference for this game.

Concurrency links

November 2nd, 2009

Currently I am in my fourth year at university, and for that year I am building a highly concurrent game framework in Erlang as my final year project. It’s a nice language that can potentially handle millions of processes, but in practice only 10’s of thousands on a standard home PC. I’m aiming to try to see if you can easily split a game up into thousands of parts that will automatically scale with the number of CPUs your using.

But this post is not about my project. Whilst doing some background research online I’ve found several nice articles and slides about concurrency in games. Here is a compiled list of my favourites:

Background

Game Benchmarks : Part 2: How Many CPU Cores Do You Need
This is the game benchmarks page from a Tom’s Hardware Guide article on how many cores you need to run apps and games. On average 4 cores only give a 0.6% increase (for games) over 3! So concurrency is clearly a problem, today.

Gamasutra Features : Multithreaded Game Engine Architectures
Three concurrent alternatives to the common game loop. I’m personally building the third architecture for my framework.

Info

Designing the Framework of a Parallel Game Engine
An article by a developer at Intel who has designed a highly concurrent game framework. A long but interesting read on how he has achieved it, and probably the best link on this page.

id Tech 5 Challenges, from Texture Virtualization to Massive Parallelization
These are some Id Software slides about some of the technologies they have built behind their upcomming game Rage. As a part of it they have built a Job based concurrency model where all of the games tasks are split into generic Jobs. At the same time they have a thread pool taking the Jobs and running them.

Tim Sweeney Slides

For those who don’t know, Tim Sweeney is one of the founders of Epic Games and worked on the Unreal engine. As someone who works on one of the most popular engines used for games, these slides are a great insight into what we should be seeing in the not-so distant future.

The next mainstream programming language
Some of this is about concurrency, however a large portion are also ideas on how functional languages could increase the code quality of games and game middle wear if used over current languages.

The end of the GPU roadmap
Very interesting set of slides on how the work inside games will (in Tim Sweeney’s eyes) be split up and parallelised in the futrue, and some of the potential speed ups from doing this. I like how the main emphasis is about underlying technologies that will do this for developers, leaving us to just handle building the games.

Valve

GDC 2007, Valve making Source multi-core
This is a more low-level set of slides on concurrency additions to Valve’s Source engine in 2007. It mainly covers a few key points about the importance of lock-free algorithms.

Multi-Threaded Challenges in the Game Space, a Conversation with Tom Leonard of Valve Fame
An interview discussing the ideas and issus behind the Source engines concurrency support. It mainly goes into why they have chosen to implement their libraries themselves rather then re-using existing libraries.

Planetoids-Scores!

October 14th, 2009

As I’m sure most of you have noticed I’ve just released my latest small title; Planetoids. But that’s not what this post is about. As a part of it’s development I have added a long wanted feature for StudioFortress: a highscore board!

You can now view the high scores of any game using a highscore board underneath the game, next to the embed form.

planetoids_see_highscoresThis is step towards making StudioFortress more complete as a gaming site and has clear benefits for users. Being able to record your scores, and to see the records of other users scores, encourages competition which in turn encourages people to play games more. There is a clear benefit from playing a second time because it might put you at the top of the highscore board.

The whole system has been built for re-use to allow multiple games so over the next few months I plan to revisit some of the previous games and add highscore boards to these as well. Space Snake and Pong Out are two that are especially score based, so a highscore board is almost a basic requirement for them.

The SF Library

October 4th, 2009

Today I uploaded the first technical demo for StudioFortress, Twilight. It’s a small implementation of a the Boids artificial life environment, and it’s also the first public demo that uses the latest version of my new library. The SF library.

I’ve been slowly building it over the last year and an early version is used for first 5 games on StudioFortress, but this version is built with the aim of distributing it soon. There is a big difference between building something for personal use and building it to production level. When released it’s going to be hosted as an open-source project on Project Kenai with my technical demos as examples. Others can then use and contribute to the library as they see fit.

There are however lots and lots of free game libraries for graphics and middle wear out there, so how does mine differ? First it’s aimed solely at rapid development for small 2d games. Second is that I found it quite difficult to find game libraries that did more then just graphics plus a few utility classes. There are some out there for Java, but they don’t quite do it how I want it. It’s more of a framework then a library designed to give you a structure you can use for all of your games.

More information will be released later closer to when it’s uploaded.

Embedding

September 18th, 2009

The games displayed on StudioFortress can now be embedded in your site. At the bottom of each game you’ll now find the ‘HTML Embed Code’ box. Copy the HTML stored in this box and then paste it where you want the applet to appear on your site, just like you would when sharing a YouTube video!

The embed code is an object tag that embeds a special page built specifically to host the applet. This mean you don’t need any faffing about with any Applet HTML and any future changes to the applets HTML are automatically passed along to your site.

This is a feature I originally thought about adding months ago when I first started construction on the site but forgot until today. Now the site is all built it was pretty straight forward to add. It’s the sharing idea that I love about it, being able to push out content to users allowing them to use that content in any way they please. We’ve been able to do this trivially with pictures, music and video for a long time so why not games?

Finally please let me know if you experience any difficulties embedding applets by contacting me via the contact box on the About page. Then I can help and solve the issues quickly.

Painting

August 30th, 2009

I’m about to go back to university to finish my degree in Computer Science. But before I go my mother had offered to make me a painting of anything I want, anything of my choosing. I very quickly knew I’d want to have the painting from a game, but which? Then it hit me, I’d take the image from one of my favourite all time games.

Here is the resulting painting along side the original image:

original

original


Click to see full sized version

Click to see full sized version

I think it’s a very good job, especially considering how difficult a dark image like that is to copy. Can you tell which game it’s from?