The One Man MMO Project
Had a bit of a thrill this weekend. An artist friend of mine gave me a sneak preview of something he's been working on. He took one of my in-game screenshots and is drawing overtop of it using Photoshop so we can see what the game will look like once the art-style and effects I have in mind are completed. Wow! So nice looking.
One of my big uncertainties was that I had some ideas which move away from a couple of the age-old standards of the genre. Seeing those ideas onscreen, I'm now convinced they're going to be awesome.
He's still working on the screenshot, so I won't post it yet, but I'm sorely tempted.
As for me, I have some tech to work out. I need shadows, and he has made his case for SSAO. I was resisting that particular feature but it really gives a whole bunch more realism to the models. I need to add some foliage and work on my terrain textures, but those were already in the plan. And he gave me an idea to make my tooltips look way cooler.
It's good to have help from an artist.
In Chrome, if you try to use event.dataTransfer.getData("Text") in the dragend event handler, it returns "undefined". In the drop event it works fine. Huh?
Workaround: replace event.dataTransfer.* with dataTransferString as follows. This has the added benefit of also working in all other drag events.
Read more... (1 comments)
I discovered Screenshot Saturday on the weekend. What a cool idea to promote progress on your games. So I've decided to participate.
The first step for me was to get some of my screenshots up on the site. You'll note there's a new [Gallery] link at the top of the page. I have a bunch of older screenshots in there now - no spoilers - but it is going to grow.
I think the Gallery is pretty cool, what do you think?
A demonstration of the proper way to use a laptop for game development.
Sometimes your kids bring things home from school that you really don't want. My daughter brought home the plague. For a week I slept all the time. The next week I managed to work up the energy to make it to the couch each morning so I could watch TV. I was so run down I didn't even have the energy to think about my game.
Up until I got sick I had been working on a new particle effects system which I plan to use for smoke and weapon effects. It uses the GPU to move the particles as well as render them so it should be able to render a whole lot of particles. All the cool techniques to power that came out of the very last chapter of the OpenGL SuperBible Fifth Edition. I bought the latest edition just for that chapter.
All of that is on the shelf for the moment. While I'm feeling better and have been back to work for a couple of days, I still don't have the energy to tackle that difficult a feature.
For the last while I've been focused on the appearance of the game and gameplay has suffered. I do sometimes miss having other people around to help things move forward on more than one front at a time. But it is time to start correcting that so I'm back to working on gameplay.
Read 3311 more bytes... (2 comments)
It's funny how things can sneak up on you. I've been working on adding lasers, fixing bugs, mucking about in Blender, and adding animation to my recent art acquisitions. There have been a lot of evil, evil bugs to fix, and I've been pretty heads down. So today, after I hunted down the last bug in a rather long series, I was testing the fix when I had the sudden and shocking realization that the game I've been working on full time for two years and five months had become a game!
Not a monstrous pile of code. Not a graphics demo. Not an engine. A game.
I could show it to a grandmother and she'd recognize it as a game. People can play it. Quite a few people I suspect. Not as many as I need it to, but a lot.
It's still missing many of its big features, and it has lots and lots of bugs, but it is undeniably a game.
More importantly, it is THE GAME!
The catalyst for this project was the great times I had playing co-op LAN games on Tuesday nights with my buddies. I had a vision of the kind of game I wanted to play. None of the big game companies ever made that game. At long last I can play that game.
So cool! So amazingly cool. Wow.
No, you can't play it yet. Sorry.
Read more... (2 comments)
Last night I needed a square root function that would work on 64-bit unsigned integers. I have been using the standard library's sqrt, but my first thought was that an integer square root could be faster.
I looked around and found what was said to be a "fast" integer square root on Stack Overflow by Craig McQueen. I used the code as-is except that I changed it to use 64-bit unsigned ints because that was what I needed.
It seemed like a reasonably performance efficient algorithm, but I had always heard that sqrt, even in hardware, was slow. Because sqrt gets used a lot, I thought better safe than sorry, so this morning I decided to benchmark the integer algorithm against sqrt just to be sure.
Read 433 more bytes... (4 comments)
I'm not much of a gambler. I don't buy lottery tickets. When I went to Vegas, the only gambling I did was with my change from breakfast. But I don't mind if someone else wants to gamble with their money. I've been thinking a bit lately about the growth of gambling in MMO games and whether its an element I want to include in my game's economy.
Read 3434 more bytes... (2 comments)
I took a couple days off for spring break, but I've been working on getting my models to share rendering resources. I'm afraid I have to let you in on a secret: not all MMO development is super exciting. Up until today, each time I loaded a model, I loaded its complete scenegraph including transforms, and allocated a material list, a vertex array and and a set of meshes for every instance of that model. If I had 20 identical objects on the screen, rendering all those duplicated meshes was really super inefficient.
I had a few requirements:
The asynchronous loading part was the simplest. I used an AVL tree template to build a model cache, then made a quick little task to do the loading when models aren't already in the cache, then schedule it in my task system. The asset system was already re-entrant so loading the model scenegraphs was no problem. Then I added a lock-free queue to put the finished models into and a step in the update to poll that queue for finished models, and Bob's your uncle. No possibility of long frames during model loading.
Once I had the loading working, the really tricky part started. In order to share renderables between model instances I used a super handy shared pointer template.
Read 4527 more bytes... (0 comments)
I generally try to avoid optimization until nearer the end of a project, but my new art showed up a real slow point in my game. I have a serialization system which can read or write most in-game classes into bit-packed buffers. This is super helpful for putting classes into network packets or into files on disk. In addition to bit buffers I also have a database serializer that can use a database as a storage system and an XML one that writes neatly into XML files. Handy right?
I discovered this week that loading the new models which had 5000+ polygons was taking up to 3.5 seconds per model. I already limit model loading to one per frame, but loading up 20 in rapid succession meant a few very long frames in a row and an apparently hung game. Digging in, the culprit turned out to be loading the vertex and mesh arrays.
Read 758 more bytes... (0 comments)
The Miranda Conquest Map - 2014-10-04 11:31:12 (2 comments)
Me too! Tell your friends.
The Miranda Conquest Map - 2014-10-03 23:59:22 (2 comments)
Such map, much control, wow. That aside, I really like where this is going, and I think the 'Qux' style capturing will help to prevent boredom from having to capture empty zones. Of course I imagine that that is the whole point behind it :D
Designing a Secure MMO Login System - 2014-08-30 12:19:14 (6 comments)
Its just a random number appended to the data you are hashing so that if you hash the same password for two different users, they don't have the same hash. That way it is harder for someone with a list of common passwords to hash and compare them ...
Designing a Secure MMO Login System - 2014-08-30 12:11:57 (6 comments)
hi, im new to all this ... what is "salt" ?
Thanks for the suggestion, I hadn't considered that. I'll try to figure a way to let players do that.
Copyright (C)2009-2014 onemanmmo.com. All Rights Reserved