The Game – Progress Report #11

I have an OpenGL port of our game engine… it coughs blood but it’s mostly there.

11-07-2013 10-37-24 PM

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A MineCraft Server For Kids In Australia

My son runs a MineCraft server.

He is 12. He’s been running it for the last year.

The server is mostly populated for kids in the Sydney/Melbourne area with a large contingent of inner city school kids from the Newtown/Marrickville area.

The server is logged and monitored.

The server address is kew.my64k.com

7-07-2013 9-23-24 PM

 

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MonoGame and OUYA

Monogame is a complete pain to get up and running.

This is mainly because there is a requirement for Mono.Android and the user experience for the install is completely abysmal.

It never seemed to try and prompt me to upgrade so I was stuck with a breaking change bug because of a change in the way the DLLs were signed.

I ended up with multiple installers backing up an wanting to run at reboot.

29-06-2013 1-18-21 PM

The docs and forums say you need to upgrade to 4.6 or higher but the project is referencing 4.1 and not compiling.. and then the penny drops that the DLLs in the 4.1 directory are actually for 4.1 Android…

29-06-2013 4-33-49 PM

3-07-2013 10-12-17 PM

With the MonoGame versions so close to the android ones there is some easy confusion.

What I have been able to work out so far is that you need to reboot every time you so much as look at any of the MonoGame config or weird things may happen.

Make a change.. reboot.  Many problems with things not compiling were solved when I rebooted… and I hate that. Suspect the installer is not notifying that a reboot is required to finish the install.

After a reboot and launching Visual Studio 2012 it came to its senses and asked me to upgrade to a working version.

Then I worked out the actual issue could be fixed by getting the latest OUYA ODK bindings and building my own version with the version of Mono for Android I had installed.

The install for Visual Studio 2012 broke my install for Visual Studio 2010. Not sure if I can get them to live together and both using MonoGame. There is no XNA or Xbox360 support in Visual Studio 2012 so its a bit of a bummer having Visual Studio 2010 a little broken. Thankfully it only seems to complain at startup and otherwise works, so it is more of an annoyance.

Some Handy Links

Hints on setting up the an OUVA AVD https://devs.ouya.tv/developers/docs/setup

You need to compile the ODK bindings and reference them because whatever is shipped with MonoGame is broken. https://github.com/KonajuGames/ouya-csharp

I’ve not gotten as far as launching a MonoGame app on the actual hardware, but these following links look handy for that.

Windows 7 USB Issues – http://forums.ouya.tv/discussion/45/windows-7-usb-drivers#latest

Installing an APK on the Ouya via an SD card http://dayoftheouya.com/how-to-install-an-apk-on-your-ouya/

Some Handy Hints

When creating a project, don’t suffix the project with  .Android, It seems to screw up the namespacing.

Avoid breaking your projects up into many class projects. This makes the project harder to maintain between platforms.

My OUYA Android AVD

All I have tested this with so far is the MonoGame OUYA  defaults from creating a new Android OUYA project in Visual Studio.

3-07-2013 10-03-39 PM

3-07-2013 10-05-11 PM

3-07-2013 10-07-46 PM

Note above that I limited the RAM to 512M. Windows does not seem to keep many contiguous blocks of RAM laying around larger than 512M. The actual OUYA has 1G but if you are using Windows and try 1G.. *boom*… well it makes a great stress test..  🙂

3-07-2013 10-06-55 PM

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We Got Our OUYA

Hex is now a registered game on the OUYA developer portal. We reserved our name! Yay!

More updates soon.

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The Game – Progress Report #10

Added a Minecraft style console. Decided to do this now as it will help with development. It’s much easier to test and switch things around in a game engine commands so I’m investing in this now so I can save time in the long run.

After a few evenings I can…

26-05-2013 10-27-02 PM

Type chat messages..

26-05-2013 10-15-46 PM

Use the cursor left/right keys to do insertion edit. The delete and backspace keys work as expected..

26-05-2013 10-24-06 PM

26-05-2013 10-23-31 PM

I support styles bold and obfuscate – italic underline and strike-through are going to need more work…

26-05-2013 10-12-49 PM

Added some inbuilt commands such  help… Note the color coding…

26-05-2013 10-13-44 PM

‘plugins’ lists all the plugins

26-05-2013 10-16-15 PM

You can enable and disable plugins..

26-05-2013 10-14-28 PM

That does it for now… I have the functions I need. My next task is the basic Server/Client model.

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The impending or maybe never ‘AppleTV’ and what it means for storefront developers

“Yep. If there is going to be an actual TV… the SDK for the current device will be its herald.”

Changed my mind on this statement. I guess I was just really hoping that they would publish a SDK and have an AppStore… but they have still not released one for the current AppleTV Puck..  but I was wondering what if they don’t for a year or so after releasing the mythical AppleTV?

Apple make ~30% either way – So they may not really care if content providers sell content through iTunes or some custom store-front…  but.. what if the SDK does not come for a long while and nobody else can build a store-front and publish it as an App?

If Apple ever release a TV and release it without a SDK, (like they did the iPhone) and it becomes the hot ‘must be on’ platform, it could result in a sudden consolidation of content on existing Apple TV store-fronts  Netflix, iTunes, Hulu and maybe iTunes/Vimeo (once they get their pay per view features released).

Apple seems to have maintained a constant 15-20% share of the smartphone market since launch of the iPhone. I’m extrapolating from this.

The iPhone went from 0 to a significant market share in 12 months but I don’t know if it’s possible to replicate that with AppleTV given that TV’s are upgraded on a much longer time-scale compared to phones.

We don’t know what the delay would be between the release and the SDK.  For the iPhone it was 6 months.

This could be good for store-front developers  if some big players, reacting to the hype generated by the AppleTV release want to rapidly go to everything else but Apple because ‘everything else’ will still have a bigger market share than Apple.

The downside for store-front developers is that it may also force a lot of content providers into iTunes/YouTube, and they may get to like it.

At this point my gut feeling and some back of the napkin calculations are that if Apple launched a TV it would take them 3 years to reach 15% – unless they released something so revolutionary and ‘highly affordable’ that nothing else made sense to buy.

The features in any Smart  TV are obsoleted by a $200 STB within 2 years – the screen is what matters and the incoming 4k and H.265 standards have put a nail in the coffin of the current generation of Smart TVs.

A technology that competes on screen and features at a 5-10 year cycle can’t keep up with a device that competes only on features at fraction of the price.

Apple are going to have to put a 4k screen in and a very very future proof set of features (fast CPU, not a mobile phone engine, but a PC or console engine) – so I think it’s a no-brainer that if the guts of the AppleTV are any good , it is not going to be ‘highly affordable’.

My opinion is that Apple would be stupid to make a Smart TV and should make an affordable dumb 4k screen with some clever embedded sensors and an upgraded AppleTV puck with a PVR and get people to upgrade the puck every few years.

But Apple will probably want to do something amazing. Maybe they will make it desirable to upgrade your TV every 2 years?  An upgradable motherboard slot for the TV? Upgrade via a puck? Maybe something ‘different’.

My guess is that they are aiming with one product to expand into the game console market and try and take over the IPTV PVR market too.

Also.. the new Xbox720 is rumoured to have HDMI pass-through which is a clear indicator that they are going for  ‘always on’ and control of whatever is passed through the XBox.  I see funky Kinect augmented interfaces in our future.

Apple vs Microsoft war for the lounge room  – here we come.

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The Game – Progress Report #9

I love it when a plan comes together.

In my last post I mentioned that there was a problem in X/Y translations of hexagon ‘bitmaps’.

I was a little worried when in the middle of this I realised the hexagon substrate mapping and rendering method has been chosen on instinct, for efficiency. It was this packing/rendering method that was making the complication in X.Y translations. I’m not unpacking rectangular bitmaps into a regular space, but a zig/zaggy serpentine one.

If there was a good reason to opt for a different rendering method then I really wanted to know about it now so I could simply things all the way down now, before I built on-top of it. 

So my firsts step was to prove that the rendering method was better than the alternative. In the end I managed to come up with a nice little ‘proof’ (to myself) and could move on.

Seems it uses 15% less effort by the GPU and the code is simpler because it is susceptible to come cool logic tricks.

23-03-2013 12-21-25 AM

So all is now good – We have some consistent translations at least for this test case.

23-03-2013 12-03-40 AM

Compare this to what was in my previous post.

Tomorrow I will create some more tests and see if this is a complete fix.

Once this is verified, Turtle Time! 🙂


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The Game – Progress Report #8

I’ve created a Hexagon ‘bitmap‘ that is going to act as a primitive for menu layouts, buttons etc. On top of this ‘bitmap’ primitive I intend to create a kind of hexagon ‘postscript‘ which is an almost ‘Turtle” style language.

First issue with bitmaps, distortion introduced by displacement transformation errors.  A 6×4 bitmap will not render the same if it is on an odd X boundary. There is a whole class of these issues depending on the type of hexagon tessellation you are dealing with (flat or pointy). I have the added complexity that I am dropping between dimensions from smaller to larger tessellations and need to translate coordinates between dimensions.

20-03-2013 11-20-53 PMOne of these things is not like the other.

So it was to the hexagon graph paper to work out the general scheme.

Hence my curious tweet.

20-03-2013 11-32-33 PM

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The Game – Progress Report #7

More game design by Mr11 – Ship Engineering

Design_Space Battle copy

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The Game – Progress Report #6

More game design by Mr11 – Space Battles

Design_Space Battle

Ships See Each Other

Design_Space Battle FiringFire!

Design_Space Battle Aftermath

Aftermath!

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