isbrianbusy.com
November2013 - Is Brian Busy?
http://isbrianbusy.com/2013/11
It’s been a while… if you’ve been expecting content, I do apologize. I’ve had quite a few other pressing matters to attend to and well, updating this site didn’t make the top 10. But now… now… it’s at least top 10. So hopefully I’ll have lots of stuff to post in the near future. As I’ve mentioned… once or twice (there’s an entire category on this site! Just a Small Update. Random Number Generation Part Two. Random Number Generation Part One. Brian on Peaceful Zombies.
isbrianbusy.com
News - Is Brian Busy?
http://isbrianbusy.com/category/news
Just a Small Update. I haven’t posted much in a while, things have been pretty busy at work (being the “new guy” doesn’t help). There is however new progress being made! Explosion from the Past. Wait, I think I got that wrong… it’s supposed to rhyme. So it’s August 20th, and a tiny bit before my predetermined “get back to work” date but I figured a update would be in order. Ludum Dare 23 – Nanofault. A Few Project Announcements. After a lengthy deliberation, and some shifts in hobbies / focus, I’ve...
isbrianbusy.com
Procedural - Is Brian Busy?
http://isbrianbusy.com/category/coding/proc
It’s been a while… if you’ve been expecting content, I do apologize. I’ve had quite a few other pressing matters to attend to and well, updating this site didn’t make the top 10. But now… now… it’s at least top 10. So hopefully I’ll have lots of stuff to post in the near future. As I’ve mentioned… once or twice (there’s an entire category on this site! Working on the UI. It’s not like me to not discuss performance really at all yet. I’ve mentioned some optimizations for loading time, but ...Finished lots...
isbrianbusy.com
Peaceful Zombies
http://isbrianbusy.com/2013/09/peaceful-zombies
Finished lots of optimizations today, but you can’t really see any of those in the screen shots. Other than a small improvement on town and building placements. Towns are now able to organically grow during the world building step, and they connect correctly with roads now, without drawing too many roads (lots of 2D sorting went into getting that to work correctly). But I promised characters and… look! Anyway, back to the AI system. The current design is fairly simple, and I’ll extend it as needed,...
isbrianbusy.com
Small Diversions
http://isbrianbusy.com/2013/10/small-diversions
Sometimes it’s nice to sit back and just relax, work on fun little things and enjoy the weather. I haven’t been able to do much of that recently, lots of things on my plate all of a sudden. I promise I’ll be back to my game very very soon. And some more work on RPM as well of course. I have to say, the more I work with SFML. I’m trying to follow the same methodology in the extras I’m adding to RPM so the usage is seamless. I think more people should be using SFML honestly. Leave a Reply Cancel reply.
isbrianbusy.com
Random Number Generation Part Two
http://isbrianbusy.com/2013/12/random-number-generation-part-two
Random Number Generation Part Two. In the last part. We discussed the reasons you might want to create your own pseudo-random number generator. In this part, I’m going to discuss my implementation and how it relates to some of the other well-known RNG algorithms. In part three (yeah I decided to split it into even more parts! I’ll discuss the uses of “filtered random number generation” in games to help make some of your generation appear. Important Qualities in a Generator. No Easily Discernible Patterns.
isbrianbusy.com
Swamp Thing
http://isbrianbusy.com/2013/09/swamp-thing
Here’s another quick update. Wanted to really just get some bodies of water done… halfway through I decided it would be better (both thematically and for gameplay reasons) to have most of the water on the map be this murky-swampy substance. I just wanted to be done with most of the terrain so I can really have some fun with the characters and items tomorrow. I also made a few new decals (that you can’t see in these screens) just because I was feeling creative. This next screen shot shows a situation wher...
isbrianbusy.com
Talking Performance
http://isbrianbusy.com/2013/09/talking-performance
It’s not like me to not discuss performance really at all yet. I’ve mentioned some optimizations for loading time, but the real performance questions are during real-time operations. For a game that will be heavily based on AI agents, and lots of active objects, I need to make sure the code is highly optimized. I’ll start with another screenshot:. So what’s actually going on here? Not a whole lot. These days, who really worries about 2D graphics performance? I’m also planning on dynamically spawnin...
isbrianbusy.com
Unreachable Rooms
http://isbrianbusy.com/2013/11/unreachable-rooms
It’s been a while… if you’ve been expecting content, I do apologize. I’ve had quite a few other pressing matters to attend to and well, updating this site didn’t make the top 10. But now… now… it’s at least top 10. So hopefully I’ll have lots of stuff to post in the near future. As I’ve mentioned… once or twice (there’s an entire category on this site! For those that like TL;DR versions, I’ll post the screen shots first and go into the details below. Build a list of rooms. My other solutions always had a...
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