Archive for the ‘Programming’ Category

Book review : The Art of Multiprocessor Programming

Monday, December 29th, 2008

The Art of Multiprocessor Programming Console has recently pushed a new paradigm in the hand of game programmers. Multi-thread programming is now in our everyday life. The transformation of a sequential game engine into a multi-threaded engine is far from being trivial, and no references exists on this particular topic. Even if multithread programming is far from being new, few books are focused on concept and theory. Books about API are good, but they don’t teach you the good way to use the APIs from a design point of view. This book introduces theory and then apply it with code samples. Everything is programmed in java, but it applies to C++ as well.

The first chapters introduce abstract theoretical concepts, such as memory models. The next chapters cover concrete datas structures that help understanding concepts exposed earlier. The approaches and concepts used will help the reader to understand the phase one must follow to transform a sequential algorithm into a multi-threaded one. Most of the book is oriented around collection, but the result is good: each collection touches a new problem and exposes a new solution. Going from lock-based to lock-free algorithm, the process shows step by step transformations of collections such as set, list, hash map. To finish, work distribution and transactional memory are explained. Those chapters also introduce concepts that may appear in future architectures. The book closes with a huge appendix that exposes platform specific knowledge that one must know to address unexplained behaviors.

Elegantly written, this book is a bible, the code provided is clear, and the difficulty increases smoothly chapter after chapter. This book must be putted into every game programmer’s hands. But if they do not have any multiprocessor knowledge, the dive may be hard to stand.

Amazon
Elsevier

Fishing Cactus is a Nintendo Official Developer

Wednesday, December 3rd, 2008

We recently received our access to Nintendo development tools. Dev kits have been ordered and are on their way. We are really excited to see our projects taking life on such amazing platforms. Until now our Wii targeted softwares have been developed on PC. We hope it won’t take long until our games run on the console as we’ve already quite an extensive experience on GameCube (it’s not that different from the specs point of view). The next step is to play with the Wii Remote and see if our concepts prove to be correct.

Stay tuned, news will soon flow about our first Nintendo project.

SESS : Data-driven Interactions of Characters with environment

Thursday, November 20th, 2008

At GDC 08, I had the chance to present the motion engine we developed at 10Tacle Studios Belgium. It was a great adventure and the results are really due to a fantastic team of programmers and game designers. Unfortunately, we did not survived to the 10Tacle financial storm. I really miss the mood we had in our office. This team was a family for a lot of us, with its good and bad days. But today, we need to walk forward.

The slides of this presentation were available on 10Tacle website, but everything vanished. I think it’s time to provide them again, as there’s not much chance to see Totems any time soon :-(

So from now on, the slides will be available from Fishing Cactus website

http://www.fishingcactus.com/blog/gdc-sess.rar

If you want to listen to my not-so-bad-English-with-a-French-accent, you can buy the talk audio here (Thanks to Julien Delezenne for the link )

Enjoy!

Defining a Coding Standard

Monday, November 17th, 2008

One of the first step a company must take is defining a coding standard, and possibly the last. The web and books are full of coding conventions, but you might want to specializes it.

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Blobbies Wars XNA Dream Built Play contest

Saturday, November 1st, 2008

We submitted a version of Blobbies Wars in mid September for the XNA Dream Built Play contest hoping for a publishing contract with Microsoft. The contest has now ended, winners were announced and sadly we aren’t in the finalists.

Honestly the quality of the game was already pretty much there but there wasn’t enough polishing and content on the gameplay side to compete with other talented game creators. In fact there was only a two player game mode while other games had tons of modes, even multiplayer ones. The 1st game has even a level builder included! Difficult to stand against that…

In the end, I don’t feel so sad because we lost. I’m even more convinced that we can achieve something better next time, we just hadn’t enough time to invest on the project. Anyway this was a great opportunity to make an important step on the game.

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