So Game Design and Programming has been something that has interested me for sometime now. One of my most popular articles was written years ago when I toyed with the idea of writing games in AS3/Flash. Flash was an interesting platform, but for some reason it really only lent itself to games that looked like flash games. The workaday world pulled me away and for awhile I was mostly engaged in Enterprise Integration. Then I got hired by a games company in Los Angeles and thought I would end up pursuing game programming, but then they switched from doing a classic MMORPG in C++ to doing facebook games in PHP, which is not at all very interesting.

kala cox having sex Fast forward a few years and I decided to give Unity a shot, but I just couldn’t make any headway. The whole system was designed, from the bottom up, to be a bit of closed box. You basically had to have a Ph. D in Unity to be able to get anything other than the most basic side scroller rigged up. I also hated that they changed the API and system from release to release, so older tutorials just wouldn’t work with the latest platform. I firmly believe that an API is a promise, and people should be able to stick to a certain API for the life of their product. If they’re going to commit to using your platform, then you have an obligation to make sure old stuff works with no, or as few as possible, changes.

go here In the case with Unity, I want to make a game where the main character can swing off certain nodes in the environment, suffice it to say such a game is easy enough to make in Unity, just not make well. You need some extra bits of information. I think during the swing my character would suddenly jump to weird x,y coordinates or something. I asked around on some boards, and got stock game and player setup suggestions, but none of them panned out.

see url One thing I can tell you about frameworks and platform development kits, is they have a tendency to kill your programming desire when you hit a brick wall. One you can’t code around because the system insulates you from the naughty bits of the implementation. When it all comes down to finding the right checkbox (checkboxes randomly move in every Unity release), not being able to find it ends the adventure.

click I then messed around a bit with SDL 1.2, and embedded a scheme interpreter and had a working game with sprites and everything, but then my personal life blew up and I abandoned it. After awhile I thought about dusting it off, but decided that I needed to move to SDL2, and that Scheme was a scary language for other people, and I wanted whatever I did to be useful to others, I started writing a new game framework in C, with Lua 5.1 (LuaJIT) embedded. I wanted it to be an incredibly thin wrapper around SDL at the lowest level, with users (namely me), being able to code right on top of the C layer if need be, otherwise, logic written in Lua would suffice.

chromosomes other than those involved in sex determination The plan is to make it open source, at the very least as a study of how to games in C, how to embed Lua 5.1 and how to implement various game ideas.

younger man sex stories Here is a sample of what a fully functioning SDL program looks like:

all for shared music dofile("framework.lua") -- load up the framework helper code -- Application Code Begins Here local screen = ScreenObject:new("Hello World",1024,768) local main = function lvl1() local root ="root") local foo2 ="foo2") local foo1 ="foo") foo1:gameObject("foo"):key("00ffff00") -- :key MUST be called BEFORE :sprite! :sprite("test2/foo.bmp") :x(240) :y(190) :w(64) :h(128) :addClip({0,0,64,128}) foo2:gameObject("foo"):key("00ffff00") -- :key MUST be called BEFORE :sprite! :sprite("test2/foo.bmp") :x(340) :y(290) :w(64) :h(128) :addClip({0,0,64,128}) root:addChild(foo1) foo1:addChild(foo2) return root end function lvl2() local root ="root") local foo2 ="foo2") local foo1 ="foo") foo1:gameObject("foo"):key("00ffff00") -- :key MUST be called BEFORE :sprite! :sprite("test2/background.bmp") :x(240) :y(190) :w(64) :h(128) :addClip({0,0,64,128}) foo2:gameObject("foo"):key("00ffff00") -- :key MUST be called BEFORE :sprite! :sprite("test2/background.bmp") :x(340) :y(290) :w(64) :h(128) :addClip({0,0,64,128}) root:addChild(foo1) foo1:addChild(foo2) return root end main:setScreen(screen) main:setRoot(lvl1()) -- set the default level main:open_log("game.log") main:on("QuitHandler","QUIT", function (e) main:log("QuitHandler Called") = false end) main:on("EscKeyHandler","KEYDOWN",function(e) if e.key.keysym == "ESCAPE" then main:log("Esc pressed!") = false end if e.key.keysym == "a" then main:setRoot(lvl1()) end if e.key.keysym == "b" then main:setRoot(lvl2()) end end) main:on("ControllerAdded","CONTROLLERDEVICEADDED",function (e,sender) local ctrlr = {} = e.cdevice.which ctrlr.obj = GameController:new():open(e.cdevice.which) table.insert(sender.controllers,ctrlr) main:log("Added Controller") end) main:on("ControllerRemoved","CONTROLLERDEVICEREMOVED",function (e,sender) local nt = {} for i,c in ipairs(sender.controllers) do if ~= e.cdevice.which then table.insert(nt,c) else main:log("removing controller from list") end end sender.controllers = nt end) while do screen:fill(0,0,1024,768,"333333ff") local e = SDL_PollEvent() if e.typeint ~= 0 then main:broadcast(e.type,e) end main:flip() end main:log("Fell out of loop!")

michigan adult care homes license That’s just an example, but so far the framework features support for most of SDL Events, GameControllers (Haptic feedback doesn’t “Work” but SDL thinks it does, so maybe it’s my controller) but it has an API for Rumbling and Sine-ing the controller. It only supports .bmp (cause it’s lossless, and really, do you need everything else? I might add PNG support), and all of the sprites use SDL_Texture on the backend, even though the API looks very SDL 1.2, it’s actually SDL2. I intend to add in more support for raw SDL_* functions, and might even make it possible to micromanage SDL_Textures. The framework is currently made specifically for indy 2d games.

Breaking Down Game Development

grandpa porn galleries I think so many people have developing games all backwards. The most important thing is to build the tools to build the game. How do you compose complex game objects? How do you load up predefined game objects? How do you define levels? How do you load those levels? How do you save and restore game state? How do you setup Audio and Controllers? How do you save and load user configurations? How do you create interactive menus? All of these things are what separate dinky “I made this with {insert-game-framework}” games from a fine tuned finished game product that’s actually worth money.

Most people get all hot and bothered by the “Game Engine” and the “Physics Engine”, but really most games only use basic physics and rigid body dynamics. Your character runs, jumps, and falls off cliffs. That hardly needs a physics engine. 3d physics a bit different. But we aren’t really talking 3d games here.

The Rendering Engine

How exactly do you decide what gets shown on the screen, and where? The rendering engine is incredibly important, it needs to be easy to use and flexible, but it also has to be fast because even in a simple game we could conceivably have hundreds or thousands of moving objects to render each frame. The more detailed and ‘alive’ your environment, the more ‘rendering’ will have to take place. Here rendering doesn’t mean just drawing, it means deciding how and what to draw. Everything on a computer takes time, so all the calculation can add up.

Some things to consider with a rendering engine is Composite and grouped objects, Relative positions (this child should be parent:x + x), and z Index. Yes, even in 2d games, to give a better illusion of depth, some things should have a differen z-order.

Currently, here’s the basic code for rendering that my system uses, it doesn’t yet take into account Frame Offsets (in reality players don’t move left and right, the world moves around them) but it gives you a general idea of a ‘render graph’ or ‘render tree’ and how it’s done.

self._zIndexSortFunction = function (a,b) 
    return a._z > b._z
function Object.addChild(self,gob)
  local tname = .. "." ..
  gob.parent = self
  for i,v in ipairs(self.children) do
    if == tname then
      return self
function Object.sortChildren(self,f)
  if f == nil then
    f = self:zIndexSort()
  table.sort(self.children, f)
function Object.setRelative(self,b)
  self.relative_position = b
  return self
function Object.position(self)
  local x = self._x
  local y = self._y
  local z = self._z

  local w = self._w
  local h = self._h

  if self.relative_position and self.parent ~= nil then
    x = x + self.parent:x()
    y = y +  self.parent:y()
  return {x,y,z,w,h}
function Object.render(self,scr)
  if self.object ~= nil then
    local pos = self:position()

    local clip = self.clips[self.clip_index]
    if clip == nil then
      clip = {x,y,w,h}
    -- We let -1 be shorthand for the width or height we know
    if clip[3] == -1 then clip[3] = pos[4] end
    if clip[4] == -1 then clip[4] = pos[5] end

  return self
function Object.zIndexSort(self,f)
  if f == nil then
    return self._zIndexSortFunction
    self._zIndexSortFunction = f
  return f
function Object.renderChildren(self,screen)
  for i,obj in ipairs( self.children ) do

Widgets with interaction

Drawing characters to the screen is easy, in fact, controlling your character is the least problematic part of your game, one thing that few people think about is basic interactive elements, like buttons, text inputs and sliders. What about scrollable windows?

Having these tools to hand makes building levels and gameobjects via a handy interface so much easier. But this basically means you need to write your own GUI toolkit library, which is what I am currently working on. So far basic interactive widgets are working and rendering, so some example code is forthcoming.