Just a shoutout, I'm not dead, just trying to figure out things in my life!  I'm working on a blogpost concerning a multi-threaded load balancing server, am re-organizing and working more on my Warp engine, though with starting anew I may rename the engine and lead it in a slightly different direction.

Concerning what I'm trying to figure out: I had lost hope in going to gradschool given that I would be in debt for a ridiculous amount of money with my combined debt from undergrad and the cost of the program as well as the cost of living.  However, financial aid may save me, maybe.  I was planning on applying to various game development companies, but I'm not going to say as to not hurt my chances. ;P  Even with the possibility of financial aid saving me, I've grown a bit fond of the idea of getting a job now, as there's going to be a lot more competition in 2 years from all the new game development programs that have popped up.  So, maybe I will just try getting a job in the industry, as it'll be harder down the line.

I just bought Masters of Doom, and I must say it's quite good thus far.  The book concerns the two Johns, John Carmack, and John Romero, the founders of Id Software, the creator's of Doom, and pioneers of the First Person Shooter (otherwise known as the FPS, for those of you who don't know).  So, important guys.  I've found it interesting and comforting to know that both of them at my age hadn't quite settled down yet, so I still have some time. ;p  Just graduating, and the condition of the job market, I can't help but feel a little anxious.  I would also like to point out that this book is so far quite inspiring, and as the fire of my passion has been a bit lacking in fuel, this is re-ignited it a bit.  So I must say I'm glad I picked up this book! :)

I'm possibly starting a new project, though thinking about the undertakings I'm planning on scaling it back a bit.  Essentially I'm looking into creating a Farscape fan-game, mainly for educational purposes, at this point anyway.  The Farscape game that was made, was a let down to fans, it seems.  As such, I wanted to take a stap at it, modeling the game after Mass Effect and the Star Wars role-playing games, possibly bringing the game into an MMO form.  I've been doing networking lately, and would love to setup the possibility of players running dedicated servers and having a Farscape universe that they could sculpt and explore.  Of course, the reason I want to scale back, is that I realize there is a lot of content creation that would be needed; and right now the art assets needed for the game, are too great in magnitude to make this feasible with the small number of people that would originally be involved.  If anything, I'm going to start by making a tech-demo of sorts and using it to attract people who want to devote time and effort to the project.  You can find a thread concerning project ideas here: Farscape video game? We're trying to gather ideas, so please feel free to post there or on this page! :D

 

Anyway, I'm working on designing an interface for my networking solution, then reprogramming the backend so a server can support more users, and use the appropriate Windows functions to calculate how many connections can be supported on a port.  So, I'll be messing around with lots of C++ networking, and doing research and coming up with ideas for how to deal with security issues that may arise.  Look forward to more details!

Here I sit, among fellow Game Design and Development (GDD) students in the GDD Computer Lab, my last quarter at Rochester Institute of Technology. There are so many things I want to do, and only so much time to do it; there's so much research I would love to do, but I'd have to sacrifice too much of my personal life, besides I'm not being paid to do it yet anyway. So, I've come to further realize, I think I would love to be paid to do research in the Video Game programming, related to graphics, user tools, etc. etc. There are A LOT of things I could do with user tools alone, especially when it comes to graphics, and it's something I'll be doing a bit of during this quarter so I can get a platform-independent Gadget System (UI and Application system) working!

I'm actually a little sad I haven't posted to my blog more, as there's much I want to share with the world, and I would love it for people to see I'm bursting with ideas and helpful thoughts.  I have knowledge I want to share with the world, to help make it easier for people like me to get started and break into developing video games!  So, I'll have to start tackling this more.  I have a Matrix Tutorial/post I plan on releasing, it'll be about using them in games, not necessarily implementation; as from a programmers perspective, you don't need to know about the implementation to use it, as long as you understand it.  There is soo much math behind all that goes into video games, and it would take a long time to get a grasp and derive every single thing that goes behind it all.

Right now I'm working on some utility functions, setting up a INI file for loading, saving, and editing INI files.  From there, I plan on setting up a Settings class where you can setup automatic loading from the INI file; I was tossing around the idea of being able to monitor an INI file in realtime so if you make a change to it your settings will load them up, which in response will throw events and re-apply the settings to your current game.  This seemed like a powerful debugging feature, though obviously should be a configurable option.

I think I may make a post on tools ideas, or at least make a post on the gadget system I'll be working on.  One of the tools I thought would be neat would be to use a networked mouse or keyboard, which in reality is more useful for consoles, but I thought still could be a powerful feature.  I know I can't wait to add networking features to my engine, I want to be able to use FTP or something like it for streaming files, either for transferring levels mid-game for user content, distributed processing, or what have you.  I also thought it would be neat to pull in files from the web as well, though I'm not yet sure if it's entirely necessary yet; granted, I haven't thought about this in a while.  I pretty much plan on using gadgets for managing everything that I can in the engine, to make it as easy as possible to work with, so you can tweak things in realtime with the utmost control.

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