Posts Tagged ‘Rapid Prototyping’

ShiVa: one awesome game engine

July 26th, 2010

I recently stumbled over ShiVa, a 3d game engine. In fact, I am so impressed, that I’ll also include it in the rapid prototyping tool part of my thesis, although I actually have finished that chapter. For only around 200€, you get the full package: webplayer publishing, mobile devices (iphone and Android) and of course cross-platform PCs (Win,Linux,OSX).

I’ve ported a small 2D game we did for Android in about three days. Since I also had to get the hang of ShiVa, I think that is quite a small amount of time. I am going to wrap up the experience I made the next few weeks (hopefully more frequently than the last two months), so stay tuned!

Lambdor Devblog

July 9th, 2010

A colleague of mine is writing his thesis about Functional Reactive Programming (FRP) and also covers the topic of rapid game prototyping. He’s (at least in my opinion ;) ) up to some really crazy stuff…although I must admit I don’t understand everything he talks about.

Recently, he also started blogging about this, so if you’re interested in some alternative programming thoughts and styles, check out his blog every once and a while: http://lambdor.net/

I also linked him in my blogroll in case you can’t remember his URL .

Level Master 2000: Template Editor

June 21st, 2010

Time flies. I know I promised some more info about the trigger class used in the Racing Demo. The bad new is: I haven’t written this down yet. The good news is: I made a user interface prototype for the template editor:

Level Master 2000: Template Editor Preview

Level Master 2000: Template Editor Preview

It’s thought that one works himself through from left to right: first pick you components (left), name them (middle) and finally, set default properties and check those which should be visible in the editor when creating an entity from a template. Of course there’ll be a “professional mode”, which shows all the properties if one wants.
Improvement/thoughts are always welcome! I won’t start implementing it until around mid of August anyway.

Level Master 2000: Video of Racing Demo

June 1st, 2010

As some people requested a video of the racing demo, here it is! The main purpose is to show off the custom event trigger with arbitrary event arguments, and how it integrates with Level Master 2000. I now a simple line edit for all event arguments is not very user friendly, but currently, time didn’t allow me to create a custom property grid type for it. Anyway, here’s the video:

I’ll post some more detailed info about this trigger class soon (hopefully this week)!

Level Master 2000: Racing Demo

May 26th, 2010

The last two days I’ve been refactoring the Adventure Island Jump n Run Demo code, in order to be able to use parts of it for a Racing Demo. For this, I’ve written a generic Box2D trigger, which can fire any type of event, with any type of arguments (even PBE notation like #Player.Spatial.position)! If a player skips a marker/trigger, he gets respawned to the last legal one. I’ll post more about the trigger class soon, for now, here’s a pic of the scene in the Editor:

Level Master 2000 Racing Demo

Level Master 2000 Racing Demo

The weeks before, I was mostly busy with writing the introductional / theoretical background chapters of my thesis. Turned out to be more work than expected…