GDC 2010 – Day 1
This year’s Game Developer’s Conference felt a little strange to me. For one the conference has been skewed from Monday through Friday to Tuesday through Saturday. Second, Mascone West has been decommissioned due to some other conference going on during the same time. Third this was going to be my first ever #AISummit. Read the rest of this entry »
Inspiration, Motivation, and Fools Gold
I am fairly fond of the title for this post as it does two things. It’s an open invitation to spam crawlers and this is the first blog post in some time with more than a code snippet or two.
In short, it has been almost a year since I’ve graduated Full Sail University and since then I have had a number of experiences that made me on numerous occasions question the validity of my life-choices. Read the rest of this entry »
Wordpress Pagination
Today while striving to wrap up Michael Kofman 2009 I found myself spending longer than I would have liked trying to get a “wordpress page” to loop through all of my blog posts with enabled pagination. The intention was to become familiar with the wordpress framework, install a few plugins and be on my marry way. Sadly things didn’t quite go so smoothly. So to make this a lot less painful for future readers here is a short list of steps and plug ins used as well as a final code snippet. After I’ll discuss some of the alternate methods I found, share my work cited and hopefully put some value into the community.
Read the rest of this entry »
Getting Started with wxWidgets
I wanted to explore what wxWidgets was all about after learning that tool programmers in the game industry commonly use it in their development environment. Getting started with wxWidgets on a windows platform is fairly straight forward.
Download the latest stable release http://www.wxwidgets.org/downloads/
Go ahead and grab wxMSW – installer for Windows. Make sure your visual studio is closed so that the environment variable gets set up correctly.
Next your going to need to compile the library. So go ahead and navigate to installDir\build\msw.
Open up wx.dsw and convert it to your native Visual Studio format. Close visual studio back down and open up each vcproj in the current directory through notepad or notepad++. Search and replace each of the following:
– RuntimeLibrary=”3″ with RuntimeLibrary=”1″
– RuntimeLibrary=”2″ with RuntimeLibrary=”0″
Once your done. Open up the solution again, and right click the solution in the solution explorer. Select Batch Build. Select only the release and debug for each project. Once complete your ready to create your first wxWidget application with the added work of including all the directories and .lib in your project settings.
Here are two good links to help you get through this:
http://wiki.wxwidgets.org/Compiling_WxWidgets_on_Windows
http://wiki.wxwidgets.org/MSVC_.NET_Setup_Guide#Project_Properties
If it doesn’t work out right, go ahead and triple check everything!
What I learned from all this was that while wxWidgets are great for multiplatform development they are probably not a solution for developing game GUIs. I’d love to hear what others think on this subject, meanwhile I’ll move on to setting up my own GUI framework after a few hours of sleep.
New Sandbox
During a casual conversation someone brings up the idea of writing their own game engine. This is usually met rather stern remarks about complexity, lines of code, and a unworthy endeavor. Well for the most part I would say that is a true statement, and let me just say that is not what I’m trying to do. Well I’m trying not to think about it that way. My goal over the course of this week is to assemble together several sub systems I’ve done before, and some that I haven’t into a comprehensive sandbox. Then split it into several plug and play DLLs that I can use in future projects.
What I have so far:
- Math Library
- Event Handler
- Win32 Framework
- Resource Manager
- DirectX Initialization and Callbacks
What I’m tackling this week:
- GUI Framework
- wxWidgets Integration
- Network Framework
- Console Debugger