Tag: igk

Entries for tag "igk", ordered from most recent. Entry count: 41.

Warning! Some information on this page is older than 5 years now. I keep it for reference, but it probably doesn't reflect my current knowledge and beliefs.

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# IGK-9'2012 Starts Tomorrow

Mar 2012

9th Polish Game Engineering Conference IGK-9'2012 starts tomorrow in Siedlce, Poland. Just like in previous years, we expect interesting lectures on Friday evening and whole Saturday. I especially look forward to hear about NoSQL databases and sphere tracing, as these are subjects that I always wanted to learn about but I didn't find enought time to do it before. On Sunday there will be traditional competition where teams of up to 4 people have to develop a game from scratch during 8 hours. But first of all this is a great opportunity for passionate game developers to meet and socialize. So see you in Siedlce!

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# 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!

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# 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.

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# 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!

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# IGK Conference - My Photos

Mar 2011

Here are my photos from 8th Polish Game Engineering Conference (VIII Ogólnopolska Konferencja Inżynierii Gier Komputerowych) IGK-8'2011 - a gallery at Picasaweb:


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# IGK Conference - Our Slides

Mar 2011

8th Polish Game Engineering Conference (VIII Ogólnopolska Konferencja Inżynierii Gier Komputerowych) IGK-8'2011 is over so now we can publish slides from our presentation:

Tworzenie wydajnego kodu c++ w podejściu zorientowanym na dane (PDF)

It's in Polish. Here is abstract of the paper:

(Polish) Artykuł opisuje wady programowania obiektowego – zarówno od strony projektowej, jak i ze względu na wydajność kodu. Porusza problem opóźnienia w dostępie do pamięci RAM we współczesnych architekturach komputerowych. Przedstawia programowanie zorientowane na dane (ang. DOD –­ Data-Oriented Design) jako alternatywne podejście do projektowania i implementowania silnika gry kładące nacisk na optymalizację struktur danych pod kątem szybkości. Porusza także problem wydajności poszczególnych konstrukcji języka C++. 

(English) Paper describes pitfalls of object-oriented programming – from the design perspective, as well as regarding code performance. It mentions problem of latency in accessing data in RAM memory on today computer architectures. It shows DOD (Data-Oriented Design) as an alternative approach to design and implementation of a game engine focused on optimizing data structures in terms of performance. It also describes efficiency of different C++ language constructs. 

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# IGK'8-2011 - 8th Polish Game Engineering Conference

Mar 2011

In just an hour we're leaving for this year's 8th Polish Game Engineering Conference (VIII Ogólnopolska Konferencja Inżynierii Gier Komputerowych) - IGK-8'2011 in Siedlce, Poland. As always, I will last 3 days and include lectures, as well as a competition where we have to make a game in 7 hours in teams of 4 developers. This time me and Tomasz Dąbrowski are giving a lecture entitled "Developing Efficient C++ Code with Data-Oriented Design" (Polish: "Tworzenie wydajnego kodu C++ w podejściu zorientowanym na dane"). We also plan to participate in the competition as team "Rzeźnicy Inc.", just like in the previous year. We will have access to the Internet there, so watch this forum topic for some updates and photos. See you in Siedlce!

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