Wendy dev/blog

Game Coding…

Jan 6, 2010 Author: admin | Filed under: Coding

I’m going to actual start with the game code pretty soon. I’m still finalizing some of the system/framework code so I have a decent base to work on. If I did everything right, this code should work correctly across PSP/iPhone. There’s always something that gets missed but shouldn’t be too big of a deal.

So far, here’s a list of the things I’ve implemented:

  • Memory Manager/Allocator
  • Resource Cache
  • File I/O
  • Sprite Graphics Code
  • Texture loading
  • Timer Class
  • Profiling
  • Asserts/Debug out
  • Main Entry point, callbacks

Now that the holidays are over, I should be able to devote a lot more time to this project.

Game Ideas…

Dec 10, 2009 Author: admin | Filed under: Coding

So lately a flood of game ideas have been popping up in my head. I’ve been writing down quick details but over the next few days I need to write up proper design docs for each one. I’ve already started working on my next project, which will be released on iPhone and PSP as a minis title. It’s something in the space shooter genre, but need to prototype first so I know if it will be any fun.

Memory Managers…

Nov 2, 2009 Author: Wendy | Filed under: Coding

I’ve been spending the past week off and on working on a cross platform memory manager. I’ve learned a lot since I haven’t ever gotten this deep into memory before on any of the products I’ve worked on. This time, since it’s my own products, I’m writing all the framework, library, and graphical code from scratch. Definitely recommend everyone do this at least once in your career so you know why you normally leave it to others :)

The memory code has been both a challenge and bunch of fun. So far it will support multiple memory heaps, each with allocation tracking and the ability to dump their info at any point. The last bit, and the trickiest, is to write the allocator that I’m going to use. I’ll probably end up with a few of them since this code is meant to run on Windows, Xbox and PSP.

I’ve been trying to make sure things are abstracted in a clean way but also set up to be the fastest. Avoiding virtual functions and inheritance in this code. I’ll just compile in the platform specific files instead.

Also, put together my debug text output and assert handlers together as well.

Code is Art?

Sep 25, 2009 Author: Wendy | Filed under: Coding

I realized this morning that even though there is a big movement to try and get games classified as art, that it doesn’t seem to include the source code.

Most people will agree that creating textures, modeling 3D objects, composing soundtracks, writing storylines are all artforms that are part of making a game. One crucial piece that’s oddly left out is the code that brings it all together and allows the game to exist.

Maybe it’s lack of common understanding, but no one seems to get the code side of things. There are awards now for finished games, awards for best audio, best looking graphics, but nothing for the programmer. We’re the unsung people that program long hours, making it all work and giving marketing the features they love to put on the back of the box, and yet there’s not an award for “most optimized renderer”, “best file system access without a singleton”, or “best ability to stay at 60 frames a second without hitching”.

Maybe I’m the only person that sees the distinct lack of acknowledgment, maybe it’s because code is so difficult to grasp that we’re overlooked, or maybe it’s because programming isn’t considered a traditional artform.

Code is how I create. I bring to life characters through my code. I can generate scenery dynamically without any pre-modeled objects, from ocean waves to fractal trees. I know I can’t be the only person that feels a connection to others when reading the code they’ve written. The way the brackets are placed, their use of if/elese instead of switch, how their systems are abstracted; it all gives a glimpse into who they are. You can see how they think, what they deem important, and the amount of care they took to make things work efficiently.

Programming a game is also a collaborative effort. It brings people together. Each of them contributes their abilities to make one single compilable codebase enabling game designers and modelers to show off what they’ve created. The code sits in the background, staying out of the way and presents the hard work of everyone else. I enjoy playing games and just pausing the action and looking at what has been created. I explore the frozen frame and brain storm on the techniques needed to create it. I learn from what others have done even though the code itself is the most hidden part of the game.

Is code art? I think it can be. It elicits emotion, brings ideas and people together, and when done well, is beatiful.

Can people’s minds be changed to see what programmers create as an artform, or will code continue to be considered unimportant and something that only geeks understand?

About - Wendy Jones

    Wendy Jones I am co-founder of KittyCode, LLC, a software development studio in Orlando, Florida and a course Director at FullSail University teaching DirectX to the next generation of game developers.
    Geek girl, gamer, and Twitter lover. This blog is my outlet, so expect to see posts about my progress, products, and life.

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