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	<title>Binary Vortex</title>
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	<description>A programming blog</description>
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		<title>Binary Vortex</title>
		<link>http://kylesolo.wordpress.com</link>
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		<title>GMCG Inventory Engine Alpha 2</title>
		<link>http://kylesolo.wordpress.com/2010/03/08/gmcg-inventory-engine-alpha-2/</link>
		<comments>http://kylesolo.wordpress.com/2010/03/08/gmcg-inventory-engine-alpha-2/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 07:10:47 +0000</pubDate>
		<dc:creator>Kyle_Solo</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Game Maker]]></category>
		<category><![CDATA[GMCG]]></category>

		<guid isPermaLink="false">http://kylesolo.wordpress.com/?p=43</guid>
		<description><![CDATA[Over the weekend I worked some more on my inventory engine for the GMCG.  I finished a few more features, like picking up items from the game world and dropping items from containers.  I also fixed some bugs which caused unexpected behavior when trying to add or remove zero items. Additionally, I shamelessly borrowed databot&#8216;s <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kylesolo.wordpress.com&amp;blog=11724321&amp;post=43&amp;subd=kylesolo&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Over the weekend I worked some more on my inventory engine for the GMCG.  I finished a few more features, like picking up items from the game world and dropping items from containers.  I also fixed some bugs which caused unexpected behavior when trying to add or remove zero items.<br />
Additionally, I shamelessly borrowed <a href="http://gmc.yoyogames.com/index.php?showtopic=467000" target="_blank">databot</a>&#8216;s idea of using strings as keys for item data.  Far, far better than using named constants.</p>
<p><a href="http://sites.google.com/site/andykbf/inventory-Kyle_Soloa02.zip?attredirects=0&amp;d=1" target="_blank">Download</a></p>
<p><a href="http://gmc.yoyogames.com/index.php?showtopic=464123" target="_blank">GMC Topic</a></p>
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			<media:title type="html">Kyle_Solo</media:title>
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		<title>Tales of a Game Engine: A Simple Game</title>
		<link>http://kylesolo.wordpress.com/2010/02/16/tales-of-a-game-engine-a-simple-game/</link>
		<comments>http://kylesolo.wordpress.com/2010/02/16/tales-of-a-game-engine-a-simple-game/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 20:46:15 +0000</pubDate>
		<dc:creator>Kyle_Solo</dc:creator>
				<category><![CDATA[Release]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tales of a Game Engine]]></category>

		<guid isPermaLink="false">http://kylesolo.wordpress.com/?p=31</guid>
		<description><![CDATA[Here's my first project for my game design class.  As it turns out, it was due far sooner than I thought, and I was extremely rushed.  It's mostly just a proof of concept for the engine<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kylesolo.wordpress.com&amp;blog=11724321&amp;post=31&amp;subd=kylesolo&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s my first project for my game design class.  As it turns out, it was due far sooner than I thought, and I was extremely rushed.  It&#8217;s mostly just a proof of concept for the engine, as I spent a really long time fixing bugs with the engine, and I even scrapped my fancy but ultimately not thread-safe event system.  In the end, I like the new object system I came up with more anyway.  It&#8217;s extremely simple, and while it doesn&#8217;t have all the functionality of the fancy system, the lower overhead and ease of use make up for it.</p>
<p><strong>Controls:</strong></p>
<ul>
<li>Left click to push buttons, pick up coins.</li>
<li>Right click to drop food ($5).</li>
</ul>
<p>The JAR download should be able to simply run if you have Java  installed.</p>
<p><a href="http://sites.google.com/site/andykbf/Crazyquariam.jar?attredirects=0&amp;d=1" target="_blank">Download  Runnable .JAR</a></p>
<p>We weren&#8217;t allowed to use images, only graphics primitives and text, hence the appearance.  The source download only includes the source, you&#8217;ll need a Java compiler to run it.  (<a href="http://www.eclipse.org/" target="_blank">Eclipse</a> is free and awesome.  If you&#8217;ve never used Java before, you should try learning it!  It&#8217;s really easy to pick up, very user friendly feature set, and it has awesome documentation.)</p>
<p><a title="Download Source" href="http://sites.google.com/site/andykbf/TestGame.zip?attredirects=0&amp;d=1" target="_blank">Download Source</a></p>
<p>Some things I&#8217;ve learned so far about game engine design in Java:</p>
<ol>
<li>mouseInputListener, the class used to get mouse input, is extremely useful.  It took me a long time to implement it correctly, but once I figured out what I was doing wrong it was easy.  To use it, you must call 2 methods to add it to your window, not just one.  I used frame.addMouseListener at first.  This only adds events corresponding to mouse clicking, and can&#8217;t be used to track the motion of the mouse, so for a while I wondered why my mouse tracking events weren&#8217;t working.  Eventually I realized I also needed to use frame.addMouseMotionListener to track the mouse motion as well.</li>
<li>Defining events and triggering them in each of your objects is cool, but you need to be careful you&#8217;re doing it in a thread-safe manner.  My first attempt had mouse events trigger events in objects directly, not really considering that since input is handled on a separate thread I&#8217;d run into all kinds of synchronization problems.  I spent several stress-filled hours trying to get rid of ConcurrentModificationExceptions, and eventually I decided to instead make the input events simply store input in a few arrays.  Before I let my objects access anything, I copy the stored input to a new array.  (The reason the input is copied to a new array before the objects can use it is that the input events can occur at <em>any</em> time, even when other code is being run.  <em>I don&#8217;t want my input changing as the objects are using it</em>, as that could lead to a huge variety of bugs.)</li>
<li>Though object-oriented design is good, public static variables aren&#8217;t always bad.  I&#8217;ll admit to using them too much, but it was very nice to be able to get screen information from my Game class using Game.width.</li>
</ol>
<p>The engine is of course buried beneath my messy game code, and it&#8217;s not as clean as I want it to be yet.  I did get a few really good new ideas from this project (the Context class for handling &#8220;rooms&#8221;), and finished my input system though.  Still a long way to go, but it is nice to know that it works as is.</p>
<p>Also, if anyone sees anything wrong with the way I&#8217;m using delta time, let me know.  It seems off/slow to me&#8230; I&#8217;ll have to run some tests.</p>
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			<media:title type="html">Kyle_Solo</media:title>
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		<title>GMCG Inventory Engine Alpha</title>
		<link>http://kylesolo.wordpress.com/2010/02/13/gmcg-inventory-engine-alpha/</link>
		<comments>http://kylesolo.wordpress.com/2010/02/13/gmcg-inventory-engine-alpha/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 08:25:39 +0000</pubDate>
		<dc:creator>Kyle_Solo</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Game Maker]]></category>
		<category><![CDATA[GMCG]]></category>

		<guid isPermaLink="false">http://kylesolo.wordpress.com/?p=27</guid>
		<description><![CDATA[Here&#8217;s an alpha of my inventory system.  Anything TES Oblivion&#8217;s inventory could do, it can do.  It has containers, individual item enchantments, picking up items.  Most of the stuff we need is implemented already, still need to do some testing and add a few features.  I normally wouldn&#8217;t post something this unfinished, but it seems <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kylesolo.wordpress.com&amp;blog=11724321&amp;post=27&amp;subd=kylesolo&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s an alpha of my inventory system.  Anything TES Oblivion&#8217;s inventory could do, it can do.  It has containers, individual item enchantments, picking up items.  Most of the stuff we need is implemented already, still need to do some testing and add a few features.  I normally wouldn&#8217;t post something this unfinished, but it seems that the GMCG team wants a more rapid development cycle.</p>
<p><a title="Download" href="http://sites.google.com/site/andykbf/InventoryAlpha.zip?attredirects=0&amp;d=1" target="_self">Download</a></p>
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			<media:title type="html">Kyle_Solo</media:title>
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		<title>Tales of a Game Engine: The Game Loop</title>
		<link>http://kylesolo.wordpress.com/2010/01/29/1/</link>
		<comments>http://kylesolo.wordpress.com/2010/01/29/1/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 06:54:52 +0000</pubDate>
		<dc:creator>Kyle_Solo</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Tales of a Game Engine]]></category>

		<guid isPermaLink="false">http://kylesolo.wordpress.com/?p=4</guid>
		<description><![CDATA[...However, since I'm interested in game design, I'm attempting to make a versatile, efficient engine that I can use for my future game design experiments<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kylesolo.wordpress.com&amp;blog=11724321&amp;post=4&amp;subd=kylesolo&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<div>
<p>I&#8217;m writing a game engine in Java for  a university game design course.  The scope of the course is rather  limited, and I could easily hack together a satisfactory game without a  good engine.  However, since I&#8217;m interested in game design, I&#8217;m  attempting to make a versatile, efficient engine that I can use for my  future game design experiments.  I like learning new things, and I  thought I&#8217;d post a log of the things I find interesting as I build this game engine so that others can learn from my experiences, successes, and  mistakes.</p>
</div>
<p>This is my first game engine,  and though I&#8217;m not new to programming, I am new to game development in  Java.  By no means do I consider myself an expert.  This is all new and  exciting to me, as I get to experience first-hand the kinds of decisions  programmers have to make when designing an application.  One of these  experiences I&#8217;m currently working on is the <a href="http://en.wikipedia.org/wiki/Game_programming#The_game_loop">game  loop</a>.</p>
<div>
<p><strong>Hypothetical Scenario:</strong></p>
</div>
<div>
<p>Say you have a state-of-the-art computer,  and you want to write a game for this computer.  If you have a basic  update-then-render loop (what Game Maker does by default), no matter how  fast of a computer you use, the number of updates will only equal your  frames per second setting at best.  Increasing the number of frames per  second under this system is the only way to increase the number of  updates per second, but we have to keep in mind that monitors have a  limit on how many frames they can render in a given second: after you  set the FPS over that limit, you&#8217;re just wasting your time.  In a simple  update-render game loop, using an FPS setting of 60 will give you 60  frames per second  and 60 updates per second.  Any leftover time is  spent sleeping, which  is nice and friendly to other applications, but  typically  most of this time is wasted, as most users don&#8217;t play games  and run CPU-intensive  applications at the same time.</p>
</div>
<p>So, since I hate seeing time   wasted, I decided I&#8217;d try a system I&#8217;d read about but never worked with   before: Separating the update and the render steps.</p>
<div>
<p><strong>The  general idea: </strong></p>
</div>
<div>
<p>Run at the goal fps, and use the  remaining time to  perform as many updates as you can.  If the previous  system was update-render, this system could be described as  update-render-update-update-update&#8230; you get the idea.</p>
</div>
<div>
<p><strong>Why this is a good thing to  do: </strong></p>
</div>
<div>
<p>This is great for  things like  physics -specifically raster collision-checking- which  increase in accuracy when  run more often.  It means that your game  isn&#8217;t &#8220;wasting&#8221; large amounts  of time, and depending on your engine&#8217;s  structure, it is probably more  efficient than using separate render and  update threads.</p>
</div>
<p><strong>The  algorithm:</strong></p>
<pre>Each period of time (1/FPS, so about 30 or 60 or 75 times a second)
Update
Render
If there is any time left over,
     While there is enough time left,
          Update
Sleep</pre>
<div>
<p>Simple, isn&#8217;t it?  Using some logic and tuning (i.e.  what &#8220;enough time&#8221; is),  I&#8217;ve been able to get my (mostly-empty) game to  run at 60 FPS while  performing almost 200 updates per second.  Worst  case it performs the  same as a system that links updates and rendering,  best case you get a huge number of extra updates  every second.</p>
</div>
<div>
<p>There you have it.  A  simple algorithm for separating the frame rate and the update rate.  If  all the  &#8220;real&#8221; games are doing it, why can&#8217;t mine?</p>
</div>
<div>
<p>Further reading:</p>
</div>
<div><a href="http://gmc.yoyogames.com/index.php?showtopic=241921&amp;st=0">Where  I first learned about the topic</a></div>
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		<title>Website Link Index</title>
		<link>http://kylesolo.wordpress.com/2010/01/29/website-link-index/</link>
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		<pubDate>Fri, 29 Jan 2010 06:39:51 +0000</pubDate>
		<dc:creator>Kyle_Solo</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Programming]]></category>

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		<description><![CDATA[This is an index of all the content I posted on my website before migrating to this blog.  If a link breaks, email me and I'll try to fix it.  The website got a little messed up during the transition<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=kylesolo.wordpress.com&amp;blog=11724321&amp;post=12&amp;subd=kylesolo&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>This is an index of all the  content I posted on my website before  migrating to this blog.  If a  link breaks, email me and I&#8217;ll try to fix  it.  The website got a little  messed up during the transition from  Google Pages to Google Sites, so I  apologize if it&#8217;s difficult to  navigate.</p>
<p>Disclaimer: I no longer  support most of the things below.  I wrote most of this a long time ago, and a lot of it was proof-of-concept stuff.</p>
<p>If you use something that requires  credit, you must give me  credit.  If you want to use something in a  commercial project, you must  contact me (don&#8217;t worry, I haven&#8217;t turned  down anyone yet.)</p>
<p><strong>My favorites:</strong><a href="http://sites.google.com/site/andykbf/advancedgesturerecognitionsystem"></a></p>
<ul>
<li><a href="http://sites.google.com/site/andykbf/advancedgesturerecognitionsystem">advancedgesturerecognitionsystem</a></li>
<li><a href="http://sites.google.com/site/andykbf/boxdatastructure">boxdatastructure</a></li>
<li><a href="http://sites.google.com/site/andykbf/inidll">inidll</a></li>
<li><a href="http://sites.google.com/site/andykbf/tabledatastructure">instancenearestextended</a></li>
<li><a href="http://sites.google.com/site/andykbf/tabledatastructure">tabledatastructure</a></li>
</ul>
<p><strong>The  rest:</strong></p>
<ul>
<li> <a href="http://sites.google.com/site/andykbf/advancedgesturerecognitionsystemlicense">advancedgesturerecognitionsystemlicense</a></li>
<li><a href="http://sites.google.com/site/andykbf/advancedgesturerecognitionsystemupdate">advancedgesturerecognitionsystemupdate</a></li>
<li><a href="http://sites.google.com/site/andykbf/aicommandstack">aicommandstack</a></li>
<li><a href="http://sites.google.com/site/andykbf/collision_sprite">collision_sprite</a></li>
<li><a href="http://sites.google.com/site/andykbf/drawsettingsmanager">drawsettingsmanager</a></li>
<li><a href="http://sites.google.com/site/andykbf/examples">examples</a></li>
<li><a href="http://sites.google.com/site/andykbf/extensions">extensions</a></li>
<li><a href="http://sites.google.com/site/andykbf/games">games</a></li>
<li><a href="http://sites.google.com/site/andykbf/gmlnotepad%2B%2B">gmlnotepad++</a></li>
<li><a href="http://sites.google.com/site/andykbf/home">home</a></li>
<li><a href="http://sites.google.com/site/andykbf/infinitespace">infinitespace</a></li>
<li><a href="http://sites.google.com/site/andykbf/pointdatastructure">pointdatastructure</a></li>
<li><a href="http://sites.google.com/site/andykbf/riftengine">riftengine</a></li>
<li><a href="http://sites.google.com/site/andykbf/ropeengine">ropeengine</a></li>
<li><a href="http://sites.google.com/site/andykbf/scripts">scripts</a></li>
<li><a href="http://sites.google.com/site/andykbf/skinnableright-clickmenu">skinnableright-clickmenu</a></li>
<li><a href="http://sites.google.com/site/andykbf/stringwrap">stringwrap</a></li>
<li><a href="http://sites.google.com/site/andykbf/superedittextfilesystem">superedittextfilesystem</a></li>
<li><a href="http://sites.google.com/site/andykbf/swarmengine">swarmengine</a></li>
<li><a href="http://sites.google.com/site/andykbf/timetravelengine">timetravelengine</a></li>
<li><a href="http://sites.google.com/site/andykbf/timetravelextension">timetravelextension</a></li>
<li><a href="http://sites.google.com/site/andykbf/turntodir">turntodir</a></li>
</ul>
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