Tag Archives: code

Some progress towards next release

As I wrote earlier, we’re working hard on eliminating fatal bugs (that is, bugs crashing the game, not bugs killing the player). We’re still not quite there, but the game is getting more and more playable (even though the current … Continue reading

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Crash, crash & more crashes

I was supposed to be working on multiplayer and possibly a Mac release this month. However, we’ve gotten feedbacks the current release (0.12) is rather error prone and wants to crash all the time. It passed our initial tests, that’s … Continue reading

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Upgrading Irrlicht

I thought I’d try to upgrade from the ancient version of Irrlicht we use (1.7.2) to something newer. Checked out the trunk version of Irrlicht, which is 1.9+ and not yet released. There were some bugs, which had to be … Continue reading

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Mechanics behind a game engine

We’ve worked on our own game engine for the last 1 and a half year (instead of the game) and now we’d like to tell about it. The point was to make a game, but we’ve fallen into the classic … Continue reading

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How hard is it to make a game?

We’ve been asked lately how hard is it to make a game. The answer is: it’s easy to make a game, but it’s hard to make a good one. One of the most important things in game development is to … Continue reading

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Programming multiplayer

We’ve been having some difficulties with getting sane packets from A to B. Most of the time we’ve been getting big and scary screens like this: When the packets arriving are not in expected format, then stuff like this happens. … Continue reading

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XEffects shadow queue

There is an issue with XEffects that we need to remember: pointers to scenenodes with shadows are being queued intern in XEffects and need to be deleted explicit. There’s especially an issue when objects like grid are being updated. So, … Continue reading

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Removing warnings

It feels good to fix some 100 warnings. Most of them were easy though like “loss of data” in conversions. These come from the fact that we are using doubles in CPU code while graphics uses floats to run on … Continue reading

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Clean code

I like clean code. I like readable code. And I like well organized code. Take this snippet: And compare it to: For a compiler, they are not different. But for a human reading the code, the second one is just … Continue reading

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Room for improvements

Currently clocking in just below of 800k triangles in a simple scene. There is definitive room for improvement. Many of these chunks and triangles are either occluded, behind camera or just not facing the player.

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