Tag Archives: Game Development



So I’m at a bit of a crossroads here.  I plan on releasing a new version of Gorgon by the end of next week (then I’m on holiday in Winnipeg… I need my head examined).  I’m running out of steam for working on Gorgon.  And I think I’ve done as much as I want to do with it.  It’d be a shame to give it up and just let it die, I did put a lot of time into it. 

So with that in mind I’d like to put a call out for help.  Basically I need someone other than myself to help with maintaining the code, and so on.  So if you like Gorgon and you think you can do it better, then please, leave a message either in the comments section or on the forums and we can get talking.  Even if you just want to write (or already have written) examples or tools for Gorgon, that’d be a help. 

Eventually I’d love to just leave this project in the hands of whatever “community” is interested in Gorgon and then I can go on my merry way.

Animation is fun

So I took on a major undertaking this weekend and fixed up some outstanding issues with the SpriteEditor’s animation editor system.  Mostly tweaks and bug fixes for the next release, nothing major.  The major undertaking was the new track view panel I added.

One thing that’s bugged me for a long time is that the animation editor never had a standard track view where you could add keys and see all the other tracks in relation to the track you were busy building.  The downside to this was that building an animation with multiple tracks could be tricky to sync up.  The reason for this is because in the public incarnation, the animation editor only has a combo box displaying the track names and a track slider to advance through the keyframes.  If I wanted to sync up a rotation to match up to a position key frame, I’d have to switch back to the position track find the key, make a mental note, switch to the rotate, add the key and pray it worked.  This of course was designed this way because I’m very lazy and wanted something quick.  No real animation package would work this way.  They all have this wonderful grid of boxes with each row representing the animation track and the cells indicating the individual key frames.  All very pretty, and very annoying to code.

But this weekend, I did this:
Behold the track system at the bottom.  And it’s got those funky glassy buttons that we all hate but secretly love because they do look fairly awesome.  I think it looks much better now.  And of course the thing is functional, if you click on a keyframe button, it’ll jump to that frame, and if you click on the track name, it’ll load the appropriate editor.  Assigned keys show up in blue, and so on, It’s just fantastic.   

One thing I ran into while building this behemoth (aside from the spectacularly shitty code I’ve written for the sprite editor in general) was that once an auto scroll has an AutoScrollMinSize of (32767, 32767) it stops responding to events.  What’s even more funky is that it still works, it scrolls right to the end even if the size is greater than 32767.  Unfortunately this causes issues for my animation system as you can have thousands upon thousands of keyframes if you so choose.  The solution to this hiccup was to make the keys wrap underneath after 1024 keys (1024 was the highest number of keys that could be displayed before the scrollbars went into overflow).  Of course, not the best solution to the problem, but it works.

Anyway, this will be included in the next milestone of Gorgon or if you’re addicted to subversion, you can grab the most recent build from the trunk.

Gorgon v1.1.3246.24958

It’s that time again.  A new version of Gorgon has been released into an unsuspecting populace to help spread terrorism and christianity at the same time.

There are multiple bug fixes, and these are detailed here.  The most fun thing is that I’ve included a new example that demonstrates how to make per-pixel lit (and bump mapped) sprites via normal maps.  It’s pretty spiffy if I do say so myself.

Other than that, the biggest change is the upgrade to the November version of SlimDX.  With this version the requirement for the Visual C++ 2008 SP1 runtimes has been dropped (about goddamn time too) and the SlimDX guys have created awesome installers for SlimDX.  The big deal about dropping the runtimes is that Gorgon no longer requires the runtimes to be distributed with its own installer and this has decreased the size of the installer (a little).  But the biggest deal comes from the SlimDX runtime installer and x64.  This installer will put SlimDX (both x64 and x86 versions if you’re on an x64 version of Windows) into the GAC.  This means that if you’re running with a project configured for AnyCPU (Project Properties->Build Tab), and you’re running on an x86 OS, it’ll use the x86 version of SlimDX automatically, and if you’re on an x64 version of Windows it’ll use the x64 version automatically.  This means there’s no longer a need to maintain two project/solution files for x86 and x64.  This is a great relief to me as it was a pain in the ass to keep updated.  Of course, this only works if both platform versions of SlimDX are installed into the GAC (e.g. if you only have the x86 version of SlimDX installed and the program is forced to compile to x64 – it’ll fail). 

Wait… what’s that?  You -want- an x64 (or x86) only version of your program?  Well, just set it to compile for x64 (or x86) instead of AnyCPU and the runtime will automatically use the x64 (or x86) version of SlimDX.  Fantastic!

So what are you waiting for?  Happiness is only a download away.

New Gorgon Example

So I kind of broke my promise to not add anything new, and added a new example.  This one deals with per-pixel bump mapping.  It will be included in the next round of bug fixes for Gorgon (of which there are many).   I’ve put up a screen shot of it in action, although it really needs to be seen in its fully animated glory to get the full effect.

As I said there are many bug fixes that have been implemented in Gorgon and I’ll package and distribute another release by the end of the month (I want to be sure to catch as many as possible).  None of them are show stoppers, just annoyances.  You can easily keep up to date by grabbing the code from the sub version repository on the google code page.  I’m aiming for the end of the month for a release unless I find a really major bug, so it’s entirely possible that it could come sooner.  But the way things are looking, it looks like I’ll stay on schedule.

As always, I’ll keep all two of us posted.

Edit: I just encountered a bug with the installer. If you attempt to install the source code it’ll complain about installing x64 components if you’re using an x86 version of Windows. Just deselect “Install Source” before installing. If you need the source, you can get it from the subversion repository. Sorry about that, I’ll get that straightened out with the next release.

Gorgon v1.1.0.0 released from it’s beta cage to cause untold carnage.

Version (Ionian) is now live.  This is a final release version and that means v1.1.x is now out of beta.  The list of changes are located here.

Note that since the beta, I’ve yet again changed installers.  I know some people don’t like installers (and I don’t either sometimes), but it’s really handy when I need to set up file associations, and have some sort of automated uninstall.   Plus the installers will automatically detect whether the Visual C++ 2008 SP1 runtimes are installed and install the necessary files if needed.  That’s a convienence that I appreciate.  Note that I don’t have redistributables for DirectX or .NET 3.5 SP1.  Those installers are huge, and I don’t think I’m allowed to package the web installers – nor am I able to write the install scripts required to download them (yet).  For now it just tells you that you need those packages and will abort until they’re installed.  Links to those installers are provided on the downloads page.

From this point on, I’m only going to be making small corrections to the library if a critical bug pops up.  I don’t plan on doing any other major additions or upgrades (at least, not for a while).  I’m going to focus on other projects in the coming months.  I will be keeping an eye out for bug reports on the forums and on the google code issues page so I’m not abandoning the library.  However, if there’s anyone who’d like to pick up the reins of this project and move it on to the next level, let me know via the forums and I’ll add you to the project user list. 

With that said about installers, please be sure to remove any previous version of Gorgon before installing.  If you were using the betas, this should just amount to deleting the directory you installed Gorgon into and the start menu folder by hand.

Anyway, enough of that.  Go download it and write something spiffy.

Blogs are for idiots.

And thus why I did this.  Plus I’m wanting to move away from my gamedev journal, it’s… yeah, it’s just fucking bad.

So from here on, all Gorgon related announcements will appear here and my rants, which are just fucking awesome, will appear here as well.  Any future projects will have announcements here as well.

So yeah, it’ll be updated every time a random random number generator in a random country returns 3.5322874.  Which is quite often if you have a life expectency of 150,000 years +/- 2.125 years.