Tag: compo

Entries for tag "compo", ordered from most recent. Entry count: 7.

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# C++ is Good for Fast Coding

Nov 2012

Many people believe that C and C++ are languages suitable only for coding some special kinds of applications - low level or high performance. I think it's not 100% true. Here is a story: 2011-11-11 we had a game development competition organized in this topic on forum.warsztat.gd, called "Explosive Hamster Exhibition Compo". The name comes from crazy game titles that can be generated by Video Game Name Generator, which was used in this compo to generate a topic, unique for each participant. We had to develop a game in 3 hours. From 3 topics generated for me I chose "Micro Sewer Plus" and made a game about closing sewers. (Download: Reg - MicroSewerPlus.7z - binary + source code, 479 KB.)

I managed to write this simple yet playable game in 3 hours and took 2nd place out of 10, despite my game was written in C++, while many others used the "easier" or "quicker" technologies like Java, JavaScript, XNA o Game Maker. What I want to show here is that C++ is not necessarily a language in which coding is hard and slow. It's all about having a good framework - a library with a set of functions and classes that handles all low-level stuff and allows you to implement the game itself quickly, easily and directly as you think about it. You don't have to manually free all allocated memory if you have smart pointers. You don't have to write shaders and setup Direct3D render states if you have Canvas class with methods like DrawSprite(x, y, color).

You can prepare a good library by yourself or download one of many freely available on the Internet and use just like in any other programming language. What you get in return when deciding to use C++ is great flexibility in defining how the interface of your library looks like. Thanks to templates, operator overloading and all that stuff you can create your own domain-specific language inside C++ (like the << operator is used to write to stream objects). At the same time, due to compiling to native code, creating objects on the stack and other language features you don't have to sacrifice performance. You don't have to use separate variables float x, y, z or dynamically allocate new Vector(x, y, z). You can define a vector structure with overloaded operators, use it conveniently and compiler will optimize the code so you can do thousands or millions of vector computations per second.

Comments | #c++ #warsztat #compo #productions Share

# WGK 2011 - Our Compo Game

Sep 2011

Part of the National Conference on Computer Games Development was COMPO Games Bonanza - a competition where teams of up to 4 people have to develop a game in 9 hours. Our team was: Krzysztof Kluczek (Krzysiek K.), Tomasz Dąbrowski (Dab), Piotr Iwanicki (zxc) and me. That was our first participation in a contest in such configuration and it worked quite well. Zxc made all the graphics, sound and recorded voice. He was also doing game design by insisting on making this game cool, while we focused more on technical details :) Rest of us was coding. Music is done by Krzysiek K. in Fruity Loops, also during the contest.

Here is a video recorded by 2009xor. You can see our game presented by Krzysiek K. from the beginning of the video until 1:50.

The theme for this competition was "surrealism". We came up with a game about Salvador Dali. His thoughts (the players) are fighting in his mind - that's the story. Obstacles on the map are eyes which always look at some player. Periodically some bigger object appear, like a cat in a box or a guitarist with spider legs - so thanks to zxc's creativity the game is really surreal/psychedelic :)

Our work went quite well. We managed to implement most of what we planned - a difficult task. Of course we weren't happy about how the project is going all the time, there was some rush and frustration. But there were also epic moments, especially when Krzysiek K. implemented bloom shader literally in 10 minutes, right before deadline!

The game is written in C++. We used a framework coded by Krzysiek K., same as on IGK conference in previous years, that just initializes Direct3D, handles texture loading, mouse and keyboard input etc. Playing sound and music is implemented using FMOD library. Right before the competition I figured out how to handle multiple gamepads using Raw Input API. Unfortunately that decision forced us to implement only particular models of Logitech gamepads - the ones that we took with us and used during the compo.

Our game makes sense only for 2-4 players playing simultaneously. During the presentation we used two wired gamepads, one wireless gamepad and the keyboard. Players moving on the top-down view fight each other. By killing opponents they gain experiance, and after leveling up they upgrade to better weapon.

I'd like to thank everyone who voted for us, congratulate other teams that participated in the competition and thank organizers for arranging this competition - so traditional in our community - during the conference. See you next year!

Comments | #competitions #compo #events #igk #productions Share

# WGK 2011 - Links

Sep 2011

WGK 2011 - First National Conference on Computer Games Development - took place 2-4 September 2011 at Gdańsk University Of Technology. It's time to aggregate links to information and multimedia about this event:





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# WGK 2011 - My Photos

Sep 2011

First National Conference on Computer Games Development in Gdańsk is over. I didn't take many photos this time, but I have some - see my gallery WGK 2011 @ Picasa.

Comments | #competitions #compo #events #igk #gallery Share

# WGK Gamedev Conference - This Weekend

Aug 2011

This weekend - 2-4 September 2011 in Gdańsk, Poland - National Conference on Computer Games Development takes place (see also forum.warsztat.gd topic). It's the first edition of this event. I'm going to go there and I look forward to see if it will be good.

It's impossible not to compare it to the IGK conference in Siedlce, which was already held 8 times. Similar to it, WGK is focused primarily on games programming, includes lectures on Friday evening and whole Saturday and on Sunday there is a competition where team of up to 4 people have to develop a game from scratch during 8 hours. We will see if MrKaktus and others from Gdansk University of Technology succeed in organizing as good or even better conference. Anyway it's a great opportunity for us - programmers from Warsztat and other Polish game developers - to meet live and have a nice time together. So see you in Gdańsk!

Comments | #competitions #compo #events #igk Share

# IGK 2009 #5 - Nasza gra z Compo

Apr 2009

Podczas konferencji IGK-6'2009, tradycyjnie już, odbył się konkurs Compo. Zadaniem uczestników w 3-4 osobowych drużynach było w ciągu 8 godzin napisać grę na zadany temat. W tym roku tematem, ku mojej radości, była "gra psychodeliczna". Wyniki są już dostępne na stronie konferencji, a archiwum z pracami na stronie Compo.

Nasza drużyna (Rzeźnicy Inc. w składzie: ayufan, gemGreg, ja, Krzysiek K.) zajęła pierwsze miejsce. Naszą grę - Psycho - udostępniłem osobno do pobrania z mojej strony. Krzysiek K. pracuje teraz nad nową, poprawioną i rozszerzoną wersją.


Comments | #warsztat #productions #igk #compo Share

# 3h Compo - świnie i krowy

Mar 2009

W ostatnią niedzielę odbyła się 3-godzinna edycja warsztatowego konkursu Compo. Jej organizacją zajął się meehav. W ciągu tak krótkiego czasu do napisania - praktycznie od zera - była gra, w której występują krowa i świnia (temat został wylosowany z tej listy). Wziąłem udział, napisałem prostą symulację hodowania krów i świń (można im kupować trawę i błoto, a zarabiać dojąc oraz - kiedy dorosną - oddając do rzeźni) i zająłem trzecie miejsce. Grafikę też trzeba było zrobić samemu i w czasie konkursu, dlatego moja praca wygląda tak jak wygląda :)

GameIn3h - Krowy i świnie

Taki konkurs to ciekawe przeżycie i wielkie emocje, a takie szybkie pisanie to umiejętność, która przydaje się nie tylko w Compo, ale i w pracy i w domu. Przy okazji przed konkursem przygotowałem sobie fajny, minimalistyczny framework Direct3D i renderer 2D. Nie jest jeszcze skończony i ma błędy, ale postaram się go wkrótce dopracować.

Zobacz też:

Comments | #compo #warsztat #events Share

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