Headshots from the Heart

By Shamus Posted Friday May 25, 2012

Filed under: Notices 14 comments

headshots.jpg

This Sunday, I will be appearing as an interview guest on Headshots from the Heart, a Child’s Play charity event where they play Borderlands to… hang on. Let me just give you the scoop from their site:

There are many marathons online which contribute to causes like this one, but what makes Headshots from the Heart unique is that viewers not only have the option to donate directly, but to pledge an amount of money to be earned by the players each time they defeat a foe with a critical hit, or “Head shot”. This will force us not merely to play for twenty-four hours straight, but to play well, in order to earn your money for charity. Children deserve our best, and we at Headshots from the Heart intend to give it to them.

So… a twenty-four hour game of four-person Borderlands. That sounds like enough time to play through the tutorial and then car-wrestle for twenty hours. Or maybe that’s just me.

Twenty-four hours of multiplayer Borderlands? Let’s hope Gamespy behaves in some way other than the way it usually behaves. (Or maybe they’re playing on XBox?)

The event begins tomorrow at 12:30pm EST. (5:30pm GMT) I’ll be appearing on Sunday at 10am EST. (3pm GMT) If all goes well, we should be able to get the video feed working this time. Please tune in if you can.

 


 

Project Octant 12: Fix All The Things

By Shamus Posted Friday May 25, 2012

Filed under: Programming 61 comments

The last several posts have been a sort of lead-up to this one. It probably doesn’t look that way, but all the fussing I’ve been doing is about to pay off. Moving from Qt to Visual Studio broke things. Moving to marching cubes broke things. Adding shaders broke things.

Since then I’ve been adding technology and fixing things, and as those pieces come together we’re finally getting something worth looking at. Bit we’re getting ahead of ourselves. First, I need to backtrack and explain a few items that I glossed over in earlier entries.

octant12_2.jpg

The big problem is that it is taking crazy, super, insano, bonkers long to generate terrain. It’s about a second per node. Several people, including fellow code-hobbyist Michael Goodfellow – suggested that the octree is really expensive to use. So let’s disable that and see if we get any speed gains.

And by “disable” I mean, “write an entirely different, simpler storage system for my data”. No trees. No dynamic allocation. Just one huge, honkin’ block of memory where you can get anywhere in a single lookup. And let’s see how the new system performs…

Continue reading ⟩⟩ “Project Octant 12: Fix All The Things”

 


 

Alan Wake EP19: 65 Billion Cows & Pigs

By Shamus Posted Thursday May 24, 2012

Filed under: Spoiler Warning 235 comments


Link (YouTube)

I would like to nominate, “There are 65 billion cows and pigs in the world!” as the worst combat taunt in the history of the medium. Does anyone have anything to counter it? Competition is fierce in this category, but I think cows & pigs has what it takes to win:

  1. Reference to docile barnyard animals.
  2. Delivered by a farmer whose only distinguishing feature is that he’s hard to see.
  3. Delivered straight, in a menacing voice.
  4. Non-sequitur.
  5. No hidden meaning that might redeem it as satire or parody.
  6. Lighthearted, ephemeral trivia with no bearing or meaning on the situation at hand.

Any other nominations?

 


 

Alan Wake EP18: ARE YOU READY TO ROCK?

By Shamus Posted Wednesday May 23, 2012

Filed under: Spoiler Warning 209 comments


Link (YouTube)

For those that asked why my audio is so exceptionally awful: So my old headset died. Well, the headphones died. The microphone still worked. Then I got a new one. And it was horrible. It sounded like I was shouting through a megaphone to broadcast over AM radio to a PA system in a concrete warehouse.

This may very well be the worst headset I’ve ever owned. We picked it up at the dollar store and I still feel like I was ripped off. Even the speakers are terrible and tinny. How can headphone speakers be tinny? I’ve never even had that problem before. If you asked my to make headset speakers that sounded like this I wouldn’t know where to begin. I’d need a bunch of expensive audio equipment to deliberately isolate and block out selected ranges.

They’re even uncomfortable. They manage to push too hard on my ears, they feel ridiculously flimsy, and yet they still manage to slide off my head somehow. Do you realize how hard it would be to engineer something to behave this way? If it’s lightweight and grabs the head, then it shouldn’t have any problems staying in place.

I hate them, but at the same time I can’t help but admire the dedication and ingenuity that went into making them this bad.

To mitigate the awfulness of the new mic, I wore the broken headset around my neck to use that microphone and the horrible headset on my head to use the earphones. As a result, I couldn’t hear myself properly and my mouth kept moving relative to the mic. The result is so bad you’ll almost wish Rutskarn would sing loud enough to drown me out.

Also, we’re at the slump section of the game, where the story has run out of energy and the game is force-feeding you a double helping of combat. You might remember that the “slump” in our BioShock series was when things got ugly.

So, between the late-game slump and the audio problems, this is going to be a rough week.

 


 

Project Octant Part 11: Shaders

By Shamus Posted Wednesday May 23, 2012

Filed under: Programming 120 comments

octant10_16.jpg

The texture stretching on these blobs is pretty annoying. There’s no good way to fix this without shaders. So let’s use shaders. As I’ve mentioned before, shaders are special programs that run on your graphics card. It goes something like this:

octant11_1.png

Now, that’s actually a simplified view. A more accurate flowchart is:

octant11_2.jpg

Continue reading ⟩⟩ “Project Octant Part 11: Shaders”

 


 

Alan Wake EP17: Relevant and Topical

By Josh Posted Tuesday May 22, 2012

Filed under: Spoiler Warning 94 comments


Link (YouTube)

I’m not sure whose mic I should really complain about here. I know Shamus would want me to complain about his microphone, but the truth is he couldn’t really help it – it was an old mic and he couldn’t get to the store to replace it in time. But Rutskarn’s microphone is just bad. And he should feel bad.

Huh? What? You want me to say something about Alan Wake? Uh, shadow darkness dark dark presence dark shadow car crash dark Barry shadow Rambo. Dark.

 


 

Project Octant 10: Marching

By Shamus Posted Monday May 21, 2012

Filed under: Programming 99 comments

Back when I was talking about making beveled edges, some people asked why I didn’t just lift up the corners of cubes to make slopes instead of mucking around with the soft / solid geometry business. At the time, I wanted to avoid a system where I would attempt to build a cube:

octant10_1.png

And wind up with this:

octant10_2.png

I actually had the program doing this when I was working on beveled edges, and it was messy and frustrating. After a while I got used to it, but that wasn’t really the same as having it be intuitive in the first place. To do this right, you’d have to move away from cube-based building and adopt some sort of point-based system. To the end user the difference is purely semantic, but internally a point-based system would have a big impact on how you generate geometry.

That sounds really interesting, but I can’t let myself be distracted from my important goals of… of… What was the point of this project again? Oh, right: Screwing around and working on whatever I find interesting, and damn having a plan. That goal is 100% compatible with tearing the guts out of the engine and starting over with a different system. So let’s do that.

Continue reading ⟩⟩ “Project Octant 10: Marching”