Game Design, Programming and running a one-man games business…

Work For Idle Hands

One thing GSB does that I’m quite proud of, is run an ‘idle manager’ to smooth out the frame rate. In concept, it’s pretty simple. There are some jobs that need doing in the near future, but not *NOW*, and some that are optional. The idle manager works out that we have some spare time, and does them accordingly. In code terms it’s a lot more involved.

GSB has a target frame rate, and checks the time since last frame in the main game loop. If there is some ‘spare’ time before the next frame, it tells the idlemanager, and checks again once the idlemanager has finished. The idle manager has a list of tasks, and it cycles through them in turn. Two of the common tasks are these:

1) Check that we aren’t running low on any pre-cached particle effects, and if we are, pre-cache some new ones ready for future use

2) Check if any laser blasts which are missing their target happen to intersect with some debris. If they do, make the debris explode.

task 1) is vital for performance, task 2) is optional graphical fluff.

The implementation of an idle manager is cool because it allows you to use the fluctuating rendering-demands per frame to your advantage. It also means you eek as much usage as possible out of a single processor core. In multi-core, multi-threaded systems, this is all done much better by having a separate thread, which can spin off and do this stuff at your leisure. There can be synchronisation issues in that case though (I don’t want to change the list of cached particles while another thread is altering them too etc).

If you can’t be bothered with the hassle of multithreading, I recommend implementing something like this idle manager at the very least, assuming performance is vaguely an issue for you. I’m writing the idle code for my new game right now, and it will be a bit cleverer, and more involevd and possibly multithread stuff too. I hate to think the game would drop a frame when it could be avoided by doing this sort of stuff.

Revisiting the tile based game

My next game has a tile-based system behind it. Gratuitous Space Battles didn’t have tiles because if it did, all of them would be “tile 1: space“, which is kinda dull.

Tile-based games are typically associated with very old school RPGs and with early top-down very basic RTS games. Generally, these games seemed to have a set number of tiles (a ’tileset’) and the tiles would be of  fixed size. The tile size was small, to enable sensible pathfinding, but this would make the terrain look very obviously gridlike, with tiles repeating and the largest terrain objects being tiny.

Tech has moved on, and we can afford to have big textures now, but the problem is that a system that uses the tiles for non-visual stuff (pathfinding, AI, terrain etc) still probably needs fairly small tiles. For a while, I was struggling with small tiles and coder art, but the first few bits of proper art have forced me to reassess how I was doing things.

It’s all coded now, and the solution was to basically have two overlapped tile systems. Effectively, the game grid works on smallish tiles, and the visual tiles that have textures applied to them are four times the size. This is completely transparent to the gamer, but it does make for a slightly strange ‘change edit mode’ button in the game editor, and some slightly messy code. Eventually, the system I plucked for just uses the smaller tiles, in the game engine and the editor cunningly lets you apply the larger ones, and transparently splits them into 4 and applies them to the smaller ones for you.

It was a bit of a pain to code, but worth doing. One day I’ll have screenshots to show!

Explosion Design

I’ve spent another whole day working on particle /explosion stuff and tools. I was very pleased with the explosions in GSB. They look like this:

But much better in motion. I think that’s not bad. However, just because I think it’s not bad doesn’t mean it can’t be a factor of ten better. I’m aiming for ILM-standards, so there is a huge way to go.

GSB had a particle editor, but it wasn’t as good as it should be, mainly because it was built as an external program, and a crap one. I am notorious for making rubbish tools. I should just ask Eskil to make them. Anyway…

Here is the very first attempt at the explosion / particle editor for LB. It’s not vaguely finished, not even by 50%, and I really need to support zooming in! Anyway, the main thing is that it’s built into the game, which means a lot less hassle to edit effects and then toggle back into the game and see how it looks. Plus it uses the exact same source files as the in-game effects, so it’s less messy.

To be honest 90% of the effort was a re-jig of the class structures for a lot of my particle code, rather than actual tools production. Obviously all the GUI code there and the graphics are from GSB, don’t worry, I’ll get a brand spanking new GUI design for the new game in time.

I’m determined to finally make a game that has decent tools from the start, to make me more productive.

In other news, I was woken at 3AM by the death screams of what sounded like an injured pterodactyl in the garden. It *might* have been some less exotic bird, but I’m not so sure. Glad I hadn’t just watched some creepy horror movie.

Going from BASIC to C++, in understanding game source code

I was chatting to someone about a year ago, who was embarking, for research purposes, on how to code a game in C++. They were familiar with the rudimentary concepts of coding, and with games, but had never looked at C++ before, or the source to any modern game. They had enormous problems going from the programming they leanred briefly as a kid which was this:

10 PRINT "I AM L33T!"
20 GOTO 10

And modern game source code. The main difference is that a C++ game is ‘object-oriented’ and the languages people start with are just simple lists of instructions, executed in order. This is a 30 second guide to helping newbie coders cope with the difference. The biggest problem you have, is the question “Yes but where does the code actually START?”. And the answer is, a function called WinMain. Basically, the structure of any game is this:

WinMain()
{
Create A Window();
InitialiseGameStuff()
while(true)
{
CheckGameNotQuit()
GameLoop()
}
}

That’s basically, Kudos, Democracy, Starship Tycoon, GSB… etc. It’s all there. that is the whole game. The real stuff happens inside GameLoop(). That is basically this:

GameLoop()
{
BeginFrame()
DoAIStuff()
DrawStuff()
EndFrame()
}

And that obviously splits out into a billion other functions. Now already, it might look scarily nothing like 10 PRINT SCREEN, but just imagine that GameLoop() is a GOTO that jumps to the start of GameLoop() and imagine a RETURN statement at the end of that section. The weird bit, for new coders, is that the code will jump back and forth all over the place, between different source files, in different orders, up and down and all over like a ping pong ball, but, ultimately, when the chips are down, it’s not really *that* different from old BASIC programs. Until you multithread it, anyway :D.

The mental coding stack, and avoiding interruptions

I was coding something in G4 recently, and it was in theory a simple thing. I was trying to work out why a certain unit in my game was not opening fire on another unit when I knew it should be.

When I was looking at the unit onscreen, it was one of several, and stepping through code is frustrating if you aren’t sure who is who. The best solution in this case was for me to overlay a range UI on the screen so I could check it wasn’t a range issue. That meant writing some new code to display the range UI, which is fine. The problem is that meant getting the range for that unit into the GUI code, and there was no simple way to do that yet. That meant writing some new code to make a note of the range for that unit elsewhere…

In an office, this is normally the point where someone taps you on the shoulder or asks you a question… And then it all falls apart. At this point my mental ‘stack’ is this:

Working on G4
...Debugging the firing bug
...Adding a range overlay
...Writing code to access max range

The longer that list gets, the longer it takes to get back into what you are doing. With really bad bugs (I coded a neural newtork once…eeeek) you can be 10-15 layers in. It can take a good 15 minutes to mentally rebuild that stack accurately if it gets lost, and it *will* get lost the moment you lose your train of thought.

Short summary: Make sure nobody interrupts you when you are coding.