I'm Robin. I'm an amateur game designer. I post game recommendations (mostly indie), my thoughts on goings-on in the industry, and progress updates on games I'm making. Also, occasional posts about science and whatnot. DFTBA.
Looking forward to playing The Witness, The Last Guardian, Dark Souls II, Watch Dogs, and the reboot of Thief.
It’s really interesting how Resident Evil 4 handles it’s UI. It’s actually rendered in the game world behind Leon!
Just a heads up, but RE4 just got a new PC port on Steam and is, for the first time, 60fps!
It’s great to see one of the greatest games of all time finally get the smooth 60fps treatment.
What a weird way to code the HUD. I wonder what the benefit is.
OpenGL uses the same variable type for a lot of stuff. This means C++ can’t detect basic errors like when a function’s variables are written in an incorrect order. This is especially bad since OpenGL has a lot of functions with over four arguments each.
To mitigate that, I wrote a few classes to handle shaders and programs in a safe, reliable way. I think similar code might already exist as a library called GLPlus or something, but I wanted to write it myself because making things easier to use is one of my favourite programming practices. Also, since it’s my own code, I know exactly how it works, and exactly how to use it.
Treating OpenGL’s shaders and programs as objects means the appropriate OpenGL functions are automatically called when certain things happen to those objects, like when they’re created and destroyed. It really shows how powerful a good object-oriented language can be; it makes memory leaks much less likely, and in the future it’ll mean I can spend less time coding and debugging, and more time thinking about game design.
We do a lot of things for reasons besides profit motive. We want to leave the world better than we found it.
If you want me to do things only for [return on investment] reasons, you should get out of this stock.
Tom Cook, Apple CEO (via ThinkProgress)
I’ve been struggling with my game a lot lately. Every day it seems I’ve got more to learn, and more work to do than I thought.
One of the walls I’ve hit is getting my head round the Static Initialisation Order Fiasco, which is a quirk of the C++ language that makes the program behave incorrectly if things initialise in an order you didn’t anticipate.
My current struggle involves relearning practically all of OpenGL (the graphics system); I was doing things the old way, i.e. immediate mode, but that’s not supported in the latest versions of OpenGL. The newer way, client mode, is clearly more efficient, but it’s a lot more complex from the programmer’s perspective.
I could simplify the project, but I know I wouldn’t be happy with the final game then. I guess that’s something to hold on to; I’m still passionate enough about it to want to make it the best I can, even if it takes ages. I’ll never release I game if I don’t think it’s great.
So I’ve been feeling pretty shit about my future in making games overall. BUT THEN I played the first ten minutes of Papo & Yo, and its childlike playfulness and its wonderful expression has already improved my mood. I’ve read that its happy nature won’t stay around for long due to the themes of the game, but if it’s adept at a more gruesome atmosphere as well, the game will show a really diverse range of emotion that I haven’t really seen before in this medium. I’ll probably make a post about it later, once I’m into the meat of the game.
Ben Kuchera at Polygon. Can we give this trope a rest please?