Project Good Robot 26: Shader Shenanigans

By Shamus Posted Wednesday Oct 23, 2013

Filed under: Good Robot 89 comments

It turns out that the most capricious, buggy, unpredictable, and mysterious part of my program is the vertex shader. This is frustrating because it’s the thing I know the least about, the thing with the least documentation, and the thing that’s hardest to debug. Of course, these are also the reasons the problem exists in the first place.

The vertex shader malfunctions on about half of the testing machines, and it malfunctions in a different way in each place. There’s no pattern to these behaviors as far as I can tell. It works fine on one Linux machine, and malfunctions on another. Fine on one XP machine, not on the other. Works great on my Windows 7 machine, but goes crazy on another. Maybe I could nail something down if I started collecting data on driver versions and graphics card manufacturers, but that’s probably not a good way to spend my time. I mean, if I discover the problem is with laptops using ATI cards, that doesn’t help me solve the problem. I’m not John Carmack and I don’t have encyclopedic knowledge of all the various drivers and their quirks and exceptions. For me, knowing where the problem happens doesn’t put me any closer to the solution.

I need the game to run properly on all these machines, and the stuff I’m doing is so stone-age simple that there’s no reason for this chaos. It should just work. Barring that, I would hope the system could at least have the decency to fail predictably.

I’m sure all of these problems are either from bugs in my shader code or from holes in the documentation. But I can’t find the problem if I don’t understand it.

I’ve described how shaders work before. You might remember this diagram:

Continue reading ⟩⟩ “Project Good Robot 26: Shader Shenanigans”

 


 

Metro 2033 EP7: The Ghosts with the Most

By Shamus Posted Tuesday Oct 22, 2013

Filed under: Spoiler Warning 68 comments


Link (YouTube)

I forgive this part of the game because the previous section was so strong, but this was really frustrating. I would gladly have traded this whole two-hour adventure of Nazis vs. Commies for another 15 minutes of spooks and mystery. Let’s talk about why this doesn’t work for me:

  1. Even though Armory is a (presumably) small city just like the others, they are “communists”. Laying aside the fact that labels like “communist” and “capitalist” get REALLY blurry when applied to village-sized societies, what is it that makes these guys “communist”? And not just communist, but communism modeled specifically after the Soviet Union, complete with political officers and KGB-style dudes running around checking everyone’s “papers”. Why have papers? The police – secret or otherwise – likely know the face of every single person in town. A “faceless” bureaucracy is neither useful nor possible. If anything, a despotic leadership would look more like the mob.
  2. There are “Nazis” in the next city, complete with Nazi-style uniforms and… ideas? Why? What made them form a society around those ideas? More to the point, what ARE those ideas? “Let’s invade Poland and kill the Jews” is no longer a viable goal when both Jews and Poland have stopped existing. What is it that makes these guys Nazis?
  3. Okay. Nazis and Communists. Whatever. But why are they fighting? What possible disagreement would make these starving, suffocating, suffering survivors ignore the armies of monsters and make war on each other?
  4. And even if they are at war, how is it that we’ve got men being conscripted by the cart-load and thrown into battle? Seems like we should run out of guys after a couple of days. At most.
  5. Okay, so they’re fighting. But would the war really take the shape of modern warfare with front lines, machine gun nests, sandbag fortifications, and infantry? Wouldn’t it more likely take the form of hide-and-seek ambushes, gang warfare, or guerrilla-style attacks against infrastructure?

I’m not saying you can’t make a story about Communists and Nazis fighting quasi-trench warfare in the subway tunnels after the apocalypse. I’m sure with the right world-building and proper setup you could make something like that seem plausible in a really pulpy way. But that groundwork was not done here. These two towns, their governments, their politics, and their ongoing war run completely at odds with the world the game has revealed so far. It’s been showing us a society of villages struggling against ghosts and monsters, and now it’s portraying something completely different in tone and scale.

Also, the game continually captures you in cutscenes, then has you escape in cutscenes. Then you get surrounded, but the bad guys don’t shoot you because they’re too busy talking. Then you are saved by dumb luck. This happens more than once in the game.

Dear Metro 2033: You don’t need to copy those other games. You’re better than them. Just be yourself.

 


 

NOT the Diecast: What’s the Haps?

By Shamus Posted Tuesday Oct 22, 2013

Filed under: Diecast 73 comments

It’s been two weeks since the last Diecast. The crew have a lot going on and other things have pushed aside the recording of our 90-minute exploration of fractal digressions. So in the spirit of the “what’s happening this week?” section I thought I’d do a drive-by of the stuff I’ve been doing when I’m not doing this.

Zombiecide

splash_zombiecide.jpg

Are you sitting down? I guess that’s a stupid question. Who takes their laptop jogging? Anyway, are you positioned in such a way so as to reduce the risk of injury when hearing shocking news? No? Well then get into one of those positions, because I’m done with this clumsy intro:

Continue reading ⟩⟩ “NOT the Diecast: What’s the Haps?”

 


 

Project Good Robot 25: Reader Questions

By Shamus Posted Monday Oct 21, 2013

Filed under: Good Robot 96 comments

I’ll never be able to do this. I’m wasting my time. It was stupid to even begin this project. It’s too big for me. It’s too hard. What if people don’t like it? What if nobody buys it? What if I can’t even finish it? What if the game just erases people’s hard drives?

Hey Shamus, you could always finish that book you started!

Ok, so let’s make a videogame.

At this point in the project, there’s not a lot to talk about. Sure, I’m DOING a lot of things, but it’s all fussy polishing, balancing, debugging, and code-cleaning. My change list looks like this:

Continue reading ⟩⟩ “Project Good Robot 25: Reader Questions”

 


 

Metro 2033 EP6: Kahnception

By Shamus Posted Friday Oct 18, 2013

Filed under: Spoiler Warning 129 comments


Link (YouTube)

So we left behind the con man so we could hook up with Kahn, man! I feel really bad about how this episode turned out. This is where the game started doing all the things that really make me happy: Good atmosphere, psychological threats, mysteries, less reliance on combat, pretty particle effects, and a general policy of messing with the player’s head.

It’s so good, and yet most of us hadn’t even reached this point in the game and we made jokes over the whole sequence. Worse, now that Rutskarn has set the tone I expect the comments will lean away from critical analysis and turn into a non-stop parade of groan-inducing puns.

I guess we have the audience we deserve, not the one we want.

 


 

Metro 2033 EP5: You Could Climb Up

By Shamus Posted Thursday Oct 17, 2013

Filed under: Spoiler Warning 64 comments


Link (YouTube)

In this episode I mentioned one room where I died several times. Josh said he got cornered and killed in the same spot. I tried it again yesterday, but this time I was using the volt driver. I killed everything without taking damage.

And then I blundered into the radioactive canal and died. Damn it.

Continue reading ⟩⟩ “Metro 2033 EP5: You Could Climb Up”

 


 

Metro 2033 EP4: Ding Ding Ding Ding Ding

By Shamus Posted Wednesday Oct 16, 2013

Filed under: Spoiler Warning 66 comments


Link (YouTube)

I am now a convert to the Church of Volt Driver. I initially ignored the weapon because it takes a long time to reload, it has a slow fire rate, and it requires a six-week training course to reload the thing. You reload the bullets by tapping R, but you recharge its energy by HOLDING R and tapping the fire button until the meter is full, which is different from the meter of the OTHER electrical thing you have to pump to keep charged. If you don’t have the energy high enough it will still fire, but will do almost no damage. You can overcharge it, but the overcharge dissipates quickly.

It might not sound complicated, but in the context of fighting a swarm of foes this is about four more steps than I want between me and the point where I can murder things.

But based on feedback from a lot of you, I gave it another try. It has turned Metro 2033 into a point-and-click adventure. Just equip the volt driver and then click on the monster you want to remove from the game.

Did I mention how much I like the towns in this game?