Posted 10 months ago
[Flash 10 is required to watch video]

ha, gotta implement something similar to this right now! : D


Footstep Navigation for Dynamic Crowds

Shawn Singh, Mubbasir Kapadia, Glenn Reinmann and Petros Faloutsos 

Special Issue Paper, Computer Animation and Virtual Worlds(CAVW), April 2011



paper link:

http://www.cs.ucla.edu/~mubbasir/pdfs/footstep-navigation.pdf

Posted 1 year ago
Posted 1 year ago

Sexy & simple algorithm : )
A Synthetic-Vision Based Steering Approach for Crowd Simulation

Posted 1 year ago

ok, back from a small holidays (week and a half only! grrr!)

Posted 1 year ago

first rendering tests : )

Posted 1 year ago
Posted 1 year ago
Hi Rlyeh, do you still have interest in the GP2X (and related) scene? Or have you completely moved on to more powerful/mainstream platforms :-)
Anonymous asked

Hello anonymous : )

Glad to know there is somebody out there from the gp2x days messing around my indie blog.

I’m moving to a new scene (~indie gamedev) because of bigger motivations than porting emulators, plus indie gamedev is closely related to games industry in which i’ve been in since 2007.

Shame that I’m not doing anything for the handheld scene recently, because I’m 1,000 times more productive now that when I was porting emulators (that’s the reward I get after moving from small self-education about about coding, porting and no C++ stuff into a full skilled C/C++ professional coder)

I don’t know if I could help out u guys someother way I’m not even considering right now. So, let me know guys if u find anything doable I could do for the scene.

Regards!

Posted 1 year ago

new business model

I am thinking about creating a studio in my place in a friend’s established company. So, I stumbled upon my own new business model idea, both for indies and companies, which might benefit both indies and industry. It is inspired in discographical business model someway, so it *should* work.

Let me know what you think after exposition please.


- Create a videogames studio/company/label (from now the Company), valid in law/legal/economics aspects related to your country/scope (~so you can publish games as third-party company).

- The Company adopt indie studios (from now the Studio) under its own label, publishing their games and giving them law/legal support, for a tribute in exchange (~so indies got company support)

- Each Studio feeds a monthly tribute; a proportion of total expenditure for each month of the Company (~so, apparently, the Company has no costs).

- Each Studio decides how their game is going to be/look/feel and got the all the rights and intellectual properties about their own creations (~so, indies won’t freak out about Company taking decisions on their game or about not doing what and how they want to do on their game).

- It is a rule of friendship and cooperation that each Studio shares all the technology, knowledge and experience, as well as physically working at the site of the Company (~so we all help raising each other; fair play; sinergy; indies adopt milestones, journals, good industry workstyle habits).

- If the company will provide legal remedies for a Studio or make medium with other first / third parties for a Studio or manage / purchase contracts for a Studio or to sponsor a Studio or Studio’s game(s) then an agreed extra charge or a percentage of the total profits of the Studio per fiscal year or project, as agreed with the Studio (~so the Company is still generating benefits per fiscal year).

- If the Studio has only used the physical resources of the Company, they take 100% of profits (~which is not bad, because at the time of publishing the game the Company got all the development tributes for that Studio, plus all technology, sinergy and experience involved).


Any weak points in my exposition? Ideas and suggestions are more than welcome. Thanks in anticipation.

edit: posted this on tigsource boards too :o)

Posted 1 year ago

My hashing algorithms algamation

A CRC32/GCRC/RS/JS/PJW/ELF/BKDR/SBDM/DJB/DJB2/BP/FNV/AP/BJ1/MH2/SHA1 class :o)

http://code.google.com/p/colony9/source/browse/include/colony.3/hash.h

Posted 1 year ago

A simple class manager (~tracker)

Snippet for a class manager that holds a record of all live instances of any trackable class, thru a boo::manager<class>::instances container.

http://code.google.com/p/colony9/source/browse/include/colony.3/manager.h

Posted 1 year ago

so inspiring! so beatiful! : )

Posted 1 year ago

Lambda macro implementation

I’m coding some RMGUI/IMGUI stuff and thought lambdas/anonymous functions would be a nice feature on it. So here is my non-C++0x implementation. It seems to work well so far. More code snippets to follow soon.

http://code.google.com/p/colony9/source/browse/include/colony.3/lambda.h

Posted 1 year ago

Colony9

Colony is a small, simple and (hopefully) portable game engine, focused on game mechanics and quick development.

Colony is a small set of following game engines:

- Colony.3 = foundation engine + middleware wrappers / basic stuff

- Colony.6 = custom game engines / modular, independant relationships

- Colony.9 = abstract gameplay engine / extensible, very high-level abstraction

Ideally, a game of mine is made of several hierarchical layers:

1) External middleware { any external library }

2) Colony { 3, 6, 9 }

3) Game { ui, controls, cameras, customizations, etc }

4) Game issues { TRC, OS constraints, bug fixes }

Posted 1 year ago

My preproduction equipment : paper & pen. A scanner is going to be a nice hint, so I won’t have to transcribe my notes.

Posted 1 year ago

My own 4-week (pre/post)-production schedule

the problem:

games = big & complex projects, involving dozens of people

indie projects = lone task mostly / too many things to handle, even for Rambo or Chuck Norris / getting stuck or lost too easily / obfuscation / unfinished projects

the solution:

make your game grow up in every aspect from scratch / interleave tasks / evaluate whole game experience more often / iterate, iterate & iterate on everything

the rule:

create a full game in a month, then repeat iteratively until done.

the plan:

week 1: design / storytelling / game design document / other doc / apply feedback

week 2: content / artwork / music / speech / L10n / i18n

week 3: code 

week 4: play / bug testing / experience / set feedback

… repeat whole process on existing project until you are satisfied with it.

the advice:

write a 2-line post-mortem at the end of each week / what went right and what went wrong

solve all technical issues with creativity and playability / struggle your brain