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Hi, My name is Valter. I am soon to be a newly examined game programmer, and aside from flipping bits my main interest is music in all it's forms and genres. I know johno from having him as a lecturer and coach during my education, and have met hobbe and others during SoPcon. I share a lot of johno's views in the coding department, and we have had several discussions on MVC, IMGUI, extreme programming and agile development in general. I have been actively watching hUb and it's development from the bushes, but it is now time for me to show my face. Looking forward to a great ride with all of you! Recently I have started work on a game I am hoping to get up on hUb in an early iteration soon. That is, a world builder/simulation game from a first person perspective. As stated, I will soon post more detailed info on this project, and try to get a demo up on hUb if possible. PS. Cheers to all! |
Submitted by Walt
Sun, 08/23/2009 - 15:32
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Glad to see you here Valter,
Glad to see you here Valter, and good luck with your game!
/johno
"you can't stop the change"
Welcome, well... we do have
Welcome, well... we do have met, but welcome to the community/forums at least
I'm longing to see stuff from your game! It could be really interesting to compare with Project L as they seem somewhat similar in tech
You're coding in C#? We'll have to add support for this in hUb then I guess
Idea
How about if we define various "platforms" for hUb, i.e. the existing one would be "DirectX".
In the metadata for each game we associate with a given platform, and only do the installer / check for that platform if the user actually installs / runs that game.
A new platform would then be XNA.
I'm thinking this is more like Steam; not completely stand alone per game, but at least we don't install a bunch of stuff that the user potentially will not use.
/johno
"you can't stop the change"
hUb evolution
That sounds like something along the lines of what I suggested in my last mail, johno.
Someone should probably start a thread regarding this. I was about to make one, but figured it is better one of you do it so it ends up in the right spot.
As I also said in the mail. I would love to be the guinea pig for XNA support in hUb, and I could help with implementation too if needed/wanted.
Also, where would the best place be to start a thread describing the current ideas on this box game?
@johno I think that sounds
@johno I think that sounds like a reasonable middle ground
@Walt I think the Game Development and Coaching Forum is the right spot for you
about support.. i just got a
about support.. i just got a question if hub and sense works on linux. while ive used only crossplatform code i haven't compiled a linux binary. but i also know nothing of your plans for hub linux support? wouldn't it be awesome to rule the ubuntu gaming world? i hear more and more people using ubuntu so its an evolving market and not many games to choose from. anyway, would be cool to try
don't know if your technology is as platform-independent as mine though.
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Not really :)
hUb uses plenty of Win32 stuff, GDI for drawing, etc.
All of our games use a number of DirectX interfaces (Direct3D, DirectSound, XInput, etc), so no real good solution for that either.
/johno
"you can't stop the change"
Too bad
oh okay. well your code is probably so nice that you could reimplement some view backing classes and be quickly up and running again on a new OS
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
well, probably :)
hUb itself does use our MVC variant (with IEventTarget) so yes, it would indeed be possible.
I don't have any experience with dev on Linux, but I assume that OpenGL is the way to go for graphics? Any good sound support?
/johno
"you can't stop the change"
Linux dev
my linux experience is very limited too but opengl must be the way to go. SDL and OpenGL have served me well so far.
For sound I tried OpenAL but at the time (in roadclub) it wouldn't let me playback in 44.1khz samplerate so i ditched it for my own directsound-based audio utility. In this game i use fmod. I don't really see why you'd use anything else. It's a breeze to use and scales all the way up to professional titles on all platforms you could think of. I also like the license options where if you're game is free, fmod is free. An indie license costs $99.
I don't know how they handle donationware as you can use the product for free in that case
You've probably heard of it, otherwise: fmod.org
EDIT: would be interesting if you wanted to use my codebase for SDL and opengl. Modifying it could generate a more general graphics-codebase we all could use for a linux/opengl path in our games. Probably too ambitious. Just a thought as I at least have some code up and running already. I assume you'd want to make your own though.
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
I know some ppl have tried
I know some ppl have tried the games using wine with positive results.
For me it's hard enough to make a fun game on one platform without worrying about other technicalities
Watch out for johno, the
Watch out for johno, the engine police
Having a common graphics library sounds good in theory. But I would think the overhead of managing the code base, and puzzling together everyone's different needs might out weight the benefit of it.
True it's nice not to have
True it's nice not to have to worry about that. But if it's not much extra trouble compiling an extra binary it may be worth it.
Hehe yeah, i suspected noone would be interested. It just feels so unnecessary that everyone's doing the same thing. Somewhere in there there must be something that would save people time. Maybe the best thing would be to just release the source code and everyone can learn and pick whatever they need from it and make it their own.
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Daniel and I have common
Daniel and I have common code base that we use. I find that it enhances productivity immensely. This is nothing like an Engine or framework though, just some classes that solve common problems for us (like math stuff, persistence, getting DX up and running, etc).
Ironically it's called EngineIII
Indeed this is a code base that we've been using for a long time now and it's quite stable, though quite bare boned, undocumented.
I definitely think that opening up the code is the way to go (at least before trying to do any type of merging).
I agree
Heh okay. Well i think sharing stuff like that would benefit everyone. Helper classes and small stuff. Like you said it would help any kind of future merging if stuff like that is the same. It wouldn't need much documentation either since its not a huge engine but rather simple code fragments that solves something very common.
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Solid Core Entertainment
Developer of Roadclub and Sense: Survival Prelude (Developer blog)
Evolving hUb
Since I have somewhat of a personal interest in seeing the ideas of adding new technologies to hUb, I would like to start that discussion in some official place. Is it okay if I start a thread on it somewhere? And in that case where?
I have also been thinking, if XNA support might be a while, I could maybe port what I have of my game to SlimDX, which is a DX wraper in C#.
It still needs .net 2.0 though, so that's still a problem, but the XNA dependancy disappears and the SlimDX runtime can be built to target whatever DX version you support.
Starting threads is just
Starting threads is just fine
Basically what is needed is a solid way of detecting that whatever you need to run your game is not present on the computer (for example for the current DX dependency we simply try to load a specific dll), the other thing is some kind of redirection to the place where the stuff that is needed can be obtained (in the most simple case an url would suffice)
So for the C#/XNA, find out how we can detect if the necessary components are not installed.
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