Showing posts with label Ramblings. Show all posts
Showing posts with label Ramblings. Show all posts

Monday, December 20, 2010

Covii Challenge part 1 and other updates

Hello!
Another blog update (yeah, I've been doing that a lot lately haven't I?).
If you've seen the video on my last post to the end you'd know I'm desperately looking for a job right now.
With extreme amount of luck I've found a job offer for the C++/OpenGL programmer!!!
The company name is CoVii from Computer Vision Interaction.
Basically they develop applications that allow interactive surfaces like an interactive wall or floor where the content responds when a person walks by.
I went to an interview there on Tuesday and apparently they liked me (either that or they pretended to like me),  but they wanted to test my skills out since my portfolio isn't that impressive as I've let the university and lack of money consume my will and time to work on my projects little by little (if I didn't have any financial trouble I would probably have made by now a graphical equivalent of Crysis).

They gave me two projects and so far I've completed one of them, it took me about 2 days. Considering I had classes during both of them and uni projects to do, I'd say I've done it pretty quickly. Maybe barely over 8 hours of coding.
Anyway, I'm rambling. Here's the video of the project in motion:
 


 


As you can see it went quite well and I'm happy with the results (and luckily so are they) but they want me to do another one. Now the next one is a bit harder not only because I have a ton of uni projects to do, as well as being chrsistmass time for which I'll go spend a day or two with my friend and his familly (with whom I've spent last years' Christmas and it was awesome), but also the seconds project covers more advanced OpenGL topics such as post processing and shader effects.
Now I've done some simple vertex and fragment shaders before, unfortunately what I've learned from them is not as much as I would need for this project (I really hope the boss isn't reading this blog right now, even though he said he's read it when he interviewed me...at least I think he's the boss, I forgot to ask him...).

What will happen in the next few days is that I'll have a couple of day long working sessions during which I'll be furiously studying the advanced OpenGL aspects. Today I've learned how to use framebuffer objects (finally! I've been meaning to learn about them for weeks but the damn uni has me doing chat programs and encryptions and stuff). FBOs are damn useful, I've managed to create trail effects without even changing any existing code nor touching shaders!
So far I've planned using cube mapping for very subtle reflections, shaders on models for stronger light effect, I'll also use shaders combined with FBOs to create post processing effects like depth of field, blur for the trails and bloom.

That's a lot of things to learn in such a full week, but considering I've done kind of similar things before, and understanding how all of this works, I'd say I have a pretty good chance of making them want me in their team!

oh... btw, I know this blog is displayed on the LudumDare through RSS, so sorry for the fellow LudumDarians that I don't make any actual game updates! I hope you're ok with life ramblings and mild programming stuff!.

I'm off!
~Mikolaj Kuta AKA Spliter

Tuesday, July 20, 2010

Results of MiniLD20: A little introspection

Warning: This blog post has a lot of introspection and very little technical things, you can skip it if you're just interested in how games are made by other people.

As strange as it sounds I actually made a game.
Well.. it can barely be called a game and I'm not proud of it in the slightest.
I have to admit the theme kind of screwed me over since I'm no good with abstract themes, but still I probably could've done better.
The "game" was a small non animated tank with a drill on it going through a series of letters that spelled "GREED" and they disappeared when it touched them. I didn't even add particle effects. After destroying all of them a big "you win" creen appeared and that's it.
It was complete and utter piece of shit that would probably make this world better if it never existed.
So... why I am blogging about it?
Well... Once I made and submitted it it occured to me that it actually works as a poof of concept for my engine. I didn't have any problems making it. The coding party took only a few minutes and while I did it in an hour, most of that time was spent chatting on Ludumdare IRC channel and watching youtube videos.
So... what does "proof of concept" mean to me? Well, I realized how easy is to add new mechanics in my engine, and I saw how all those time made my engine better and better!
Then why didn't I made more games on it?
The problem is with me getting caught in the details, and not being able to complete a project on my own. I have lots of Ideas for new gameplay mechanics and I can apply them quickly but that's about it for me. I love developing new stuff more than I like polishing it and working with it for longer periods of time. I also invent new mechanics without thinking of how they can be used in the actual game, rather than just a toy to play around with.
For example: after spending some hours programming after I've released my miniLD20 piece of crap (AKA "game" ) I made a small prototype where you controlled a kind of protozoar with to tails.
Here's a screenie:

And that was about it.
I really can't think of any interesting gameplay for it, I'm only good in adding new feature/mechanic and then letting it go without using it again.

Another new mechanic I added was kind of a gravity field, it's kind of a coming back to roots thing as I've done that already before on my old version of the engine (while it was still called El_Poho). But then I've lost my will to use it.

So... why can't I continue working on something and then eventually turn it into a game?
I have a few theories.
The main one is that I need leadership. I've noticed that when I work in teams during classes I make a very bad leader, and a very bad follower, however being the right hand mand of the leader is the perfect spot for me: I get my share of power so I can expand my creativity,but the leader is always directing my actions so I don't get sidetracked so easily. Any other position for me ends up badly. I love to be where the action is and I love challenges but it's hard for me to know what to do next.

Second reason is that I want to do new innovative stuff. But as soon as I implement the hardest part of it it stops looking so innovative for me and I get bored with it. And since I work alone on my project there's noone telling me "you need to finish doing this game/project". Although I shouldn't, I rely heavily on outside influence when I see other people stop caring about what I do I stop as well, and fall into procrastination.

There's probably a few other reaasons to my lack of finished projects but This post is already long as it is.
Sorry for making you read about myself but sometimes I need to vent my anxieties somewhere.

Later!
~Spliter

Sunday, July 11, 2010

The joy of prototyping

One of the biggest problems I face when doing tools for my game is the sheer size of it all and my general lack of experience doing usefull things (as oposed to screwing around).
The biggest challenge I'm facing right now is making a level editor that be called a 2D version of Valve Hammer Editor.

Yes. I'm that stupid to try making a huge editor on my own with barely any prior experience. How did it go? Well... I failed miserably before I even begun. The sheer number of features I want in my editor is daunting. Implementing them on their own is already quite a task, not to mention integrating them all into one big editor where every piece has to cooperate with the rest.

Thursday, March 4, 2010

I'm doing it again.

WARNING: wall of text coming without pictures and with too much philosophical crap.
   Damn, I thought I knew better than doing an editor system without planning everything beforehand. Every session I have programming it get's to be a bigger clusterfuck than before. However I do wonder if I'm actually doing the right thing. Last time I started jamming code without planning it through,on the December LD,everything got FUBAR, and I had to scrap lots of it in order to be able to make anything, but I have also learned tons of little tricks that helped me out before. Programming without having a concrete plan, with just having a vague Idea in mind, actually6 is lots of fun since you make things up as you go.
When I studied animation (by myself) I learned there are two kinds of animation. One of them is drawing as you go and the other is by doing keyframes and interpolating between them. The second one gives good results by being pre-thought, however it gives boring results, the first one however when you're animating as you go it's a lot more entertaining to animate and gives interesting results and livelier characters but tends to miss the marks and is in general unorganized. A good animator uses both of those styles to get the best results, and I'm thinking if it isn't the case with programmers too.
   Maybe programming stuff without pre-planning everything and then scraping most of the code but keeping the interesting stuff can become my way of doing things? Sure it wastes a lot of time but it also gives good results! When the entity system was in such a stage and scrapped everything I did learn a lot more than I expected, and you learn the most when you fail, so it might be possible I'll learn something even if I know beforehand something is gonna eventually fail.
That's all for today. Cya!
~Spliter