Thoughts Serializer

Computer graphics, Games, Personal

Launching on the AppStore in the year 2012

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[Also posted on AltDevBlogADay]

Today is somewhat an important day, as it is exactly 60 days since the day I can officially call myself a published indie game developer! It was February 3rd when Mr. Pop Corny rushed (actually it crawled thanks to Apple, but I will get to that below) into the AppStore after an 8 month development time, and the dream came true. So it seems now it is a good time to share some of my experiences regarding launching on the AppStore. I will try to provide some insight that I wish I had from other projects prior to launching my own. Read the rest of this entry »

Tag Cloud

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I had some free time today and got the idea to create a tag cloud with the english reviews of Pop Corny. So I dumped all the US and UK AppStore reviews to a text file and there you go:

I am a statistics junkie.. I know! :)

My game design hat

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One of the main traits that an indie developer must cultivate is that of wearing many hats. All indie game develepers will tell you about it, and it is the first thing you will realise when going indie. Wearing many hats is usually the result of small budgets. Small budgets mean less heads, but equal amount of hats. What I learned through the course of developing my indie game is that your success depends on how well your head fits those hats. Your game will simply be as good as the worst fit.

One of the hats I had to wear for the development of “Pop Corny” was that of the game designer. The closer I had ever come to game design before this, was playing games with a little more inquiring spirit than most players do. This can definitely be interpreted as a bad hat fit. It was clear that in order to have a successful game, I had to find clever ways to improve the fit. This of course could be done by adjusting the head (becoming a better game designer) or by adjusting the hat (adjusting the problem itself to something that I would handle). It was obvious that I had to do the first as much as possible, but without the later I was not going to go far. Read the rest of this entry »

Unveiling Pop Corny

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Honestly I can’t really describe how excited I am to finally be able to announce my first game! Since the first line of code I ever typed in a programming language, all I wanted to build was a game. It turns out that only many years later the timing would be right for it to become a reality. Some of you might already knew that this was coming if you had read my last #altdevblogaday post. A few days ago I unveiled the game’s icon to the game’s Facebook page. If you like it please like the page and share it as I am certainly going to need the word of mouth in promoting it.

I will not yet go into details about what the game is about (apart from obviously being about a popcorn loving crazy looking monster!), I will save this a for few days later when the AppStore review process will be coming to an end. A teaser video will also be released so keep an eye open for it.

Also if any of you happen to write for a game review website or you know a friend who knows a friend that has a cousin that got married to a girl that reviews games, please let them know I would be glad to send then the game!

CU!

p.s. If you are not a Facebook guy you can follow the game’s twitter account for updates: @MrPopCorny

Take your time (off)

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Check out my latest post at: #altdevblogaday

Predictable garbage collection with Lua

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In one of my previous posts I talked about how you can make the Lua garbage collector (GC) more predictable in running time. This is a virtue that is highly valued in a GC used in games where you don’t have the luxury of going over you frame time. In that post I described a solution to the problem which works fine most of the time, leaving little space for garbage collection times that will hurt the framerate. However I ended that post with a promise to provide a better solution and in this post, I deliver.

The ideal situation would be to have the GC run for a specific amount of time. This way the game engine will be able to assign exact CPU time to the GC based on the situation. For example one strategy would be to give a constant amount of time to the GC per frame. Lets say 2ms every frame. Or it can be more clever and take into consideration other parameters, like the amount of time it took to do the actual frame. Is there enough time left for this frame? If there is, spend some for GC, if not, hold it for the next frame when things might not be too tight. Other parameters can be memory thresholds, memory warnings, etc.

All of the above depend on a GC that can be instructed to run for an exact amount of time. This kind of GC is what we call a realtime GC. And Lua does not have one. However it turns out that we can get very close to realtime with minor changes to the Lua GC.

The patch below modifies the behavior of the GC in the way we need it:

--- a/src/lgc.c
+++ b/src/lgc.c
@@ -609,15 +617,14 @@ static l_mem singlestep (lua_State *L) {
 
 void luaC_step (lua_State *L) {
   global_State *g = G(L);
-  l_mem lim = (GCSTEPSIZE/100) * g->gcstepmul;
-  if (lim == 0)
-    lim = (MAX_LUMEM-1)/2;  /* no limit */
   g->gcdept += g->totalbytes - g->GCthreshold;
+  double start = getTime();
+  double end = start + (double)g->gcstepmul / 1000.0;  
   do {
-    lim -= singlestep(L);
+    singlestep(L);
     if (g->gcstate == GCSpause)
       break;
-  } while (lim > 0);
+  } while (getTime() < end);
   if (g->gcstate != GCSpause) {
     if (g->gcdept < GCSTEPSIZE)
       g->GCthreshold = g->totalbytes + GCSTEPSIZE;  /* - lim/g->gcstepmul;*/

The only missing part from the patch above is the getTime() that can be something like this:

double getTime() {
    struct timeval tp;
    gettimeofday(&tp, NULL);
    return (tp.tv_sec) + tp.tv_usec/1000000.0;
}

I guess however that everyone will want to use their own time function.

The patch modifies the code so that is stops based on a time limit and not based on a calculated target memory amount to be freed. The simplicity of the patch also comes from the fact that we “reuse” the STEPMUL parameter that is no longer used to carry the aggressiveness of the GC. We now use it to hold the exact duration we want the GC to run in milliseconds. So the usage will be this:

lua_gc(L, LUA_GCSETSTEPMUL, gcMilliSeconds);
lua_gc(L, LUA_GCSTEP, 0);

The above code will run the GC for gcMilliSeconds ms. This way you will never be out of your frame time budget, because the garbage collection took a little longer to execute. Problem solved!

From Python to Lua

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(This blog was originaly posted at #AltDevBlogADay)

All game developers, sooner or later, learn to appreciate scripting languages. That magical thing that allows for letting others do your job, better scaling of the team, strengthening the game code/engine separation, sandboxing, faster prototyping of ideas, fault isolation, easy parametrization, etc. Every game has to be somehow data driven to be manageable, and stopping at simple configuration files, with many different custom parsers, without going the extra mile of adding a full scripting language, is 90% of the times a bad design choice. 

Today the developer can choose from a large variety of scripting languages, or even go crazy and implement one on his own. It happens that the most favored language for game developers is Lua. Its easy to understand why Lua is the favorite but other options are used as well. For example Python and the lately upcoming force of  Javascript.

Here I would like to share some of my experience of moving a game engine from Python to Lua. Read the rest of this entry »

Joined #AltDevBlogADay

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Yesterday I was accepted to #AltDevBlogADay as a writer.  For those not familiar with #AltDevBlogADay, is a group of game developers (generally found on Twitter) that want to blog more regularly (according to the about page). However what is not clearly stated in the aforementioned about page, is that this is a true treasure of articles related to game development, writen by people that love what they do. Lately, I have been spending quite some time each day reading amasing posts by programmers, artists, etc, and I will finaly be able to contribute something back.

My first post is scheduled for June 23, and I have in mind some topics to blog about. However I am open to your suggestions. What would you like to here more about from me?

Sylphis3D lighting, shadows, physics demonstration

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This is some “memory lane” kind of post. As you probably already know, I am working on an iOS port of Sylphis3d lately and I have been going through some old videos from Sylphis3D. I must admit the feeling is overwhelming. All those nights strugling with algorithms, data structures, broken drivers, experimental scripting… The vibrant community of people surrounding the project starving for more info on the progress. I really miss those days. I would like to share one of the oldest videos with you. The video below was “shot” in 2003 and is now of historical value! It features per-pixel normal mapped lighting with realtime shadows from every light in the scene, coupled with realistic physics. Note that this was more than one year before DOOM 3 came out… Enjoy!

Something moving in the shadows…

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I have been spending quite some time the last months working on a port of the Sylphis3d game engine to the iPhone. I am now to a point that the thing works really nicely. I will not get into details about the changes that I did to the engine for the purpose (I will keep that for an other post), but I want to get the word out that it is final: WE ARE MAKING A GAME :D

I don’t think I can stress out how excited I am about this. After too much struggling we finaly have an original consept, a good game design, and the team to make it true! The game is based on a wild idea I had some time ago, based on which we created a beautiful game concept. With the help of the artistic nature of Vangelis Bobolas and the soundscapes of the out-of-this-world music composer Thanasis Lightbridge, we are on the right track!

I can’t uncover much at the moment, but I believe we have something totally original and fun cooking in the oven ;)