Is the 16:9 aspect ratio of movies/HDTV (a ratio of 1.777..) more attractive than the 4:3 of Standard Def (1.333..) because it is closer to the golden ratio (1.6180339887..)?
Rebekka says she believes that it's intentional. At first I didn't think so, but now I agree. The golden ratio is a crucial concept in architecture, the visual and musical arts, so it would make sense.
Paul Senzee on iOS/Android App and Game Development, Technology and sometimes Life
Wednesday, April 18, 2007
Thursday, April 12, 2007
Senzee's Developer Interview Test, Q. 1
You have two hours to complete this exam.
1.) Without looking at the following questions, quickly estimate how long it will take you to finish this test correctly. Please do not let your estimate exceed the time limit given for this test.
..
..argh..
1.) Without looking at the following questions, quickly estimate how long it will take you to finish this test correctly. Please do not let your estimate exceed the time limit given for this test.
..
..argh..
Friday, April 06, 2007
Moving Parts
This is where I intend to catalog (all?) the components of a commercial game. I will periodically update this post.
Why?
I've bought and read many books on game development. The bad ones are generally 1000 pages of C++ source code. The good, useful ones tend to fall into two categories.
Now, not every game will have or need all these systems, but it's crazy just how many most games will need. So, for right now, this is a brain dump and I've only just begun..
Offline
Content Creation - tools - geometry, mesh creation
Content Creation - tools - geometry, mesh creation - offline CSG tools
Content Creation - tools - image creation
Content Creation - tools - motion capture cleaning
Content Creation - tools - higher level 'world' assembly, including assigning gameplay attributes to objects
Content Creation - tools - sound creation/mixing/production
Content Creation - tools - mission/level creation
Content Creation - tools - statistical data, skill/inventory data and attributes
Content Creation - tools - state machine creation
Content Creation - tools - script debuggers, interactive interpreters for testing
Data Management - managing generated code
Data Management - asset dependency management
Data Management - geometry processing - ie. adding attributes, triangle stripification
Data Management - texture processing - texture packing, format conversions, bit depth conversion, etc.
Data Management - asset databases (SQL, XML)
Data Management - metadata collection about assets, data mining for global performance enhancement, data mining for content creation automation, etc.
Data Management - version control systems
Code Management - Code Generation - from asset databases, other offline sources
Code Management - Build System - standard way of building the game for all developers
Code Management - Library/Component Management - system(s) for cataloging, versioning and incorporating libraries and reusable components
Code Management - version control systems
Testing Systems and Methodologies
(much more offline/pipeline side to come; the game pipeline gets far less attention than it deserves, often with disastrous results)
Runtime
System - threading libraries/primitives
System - error handling, logging, assert handling
System - string handling, regular expressions
System - elementary data structures, STL, etc.
System - fast math primitives
I/O - File - standard file i/o
I/O - File - file compression/decompression
I/O - File - loading game assets (meshes, textures, scripts, game data files, etc..)
I/O - File - low-level game asset caching
I/O - File - asset 'packaging' into larger files
I/O - File - object serialization support
I/O - Network - lobby
I/O - Network - server side
I/O - Network - event handling (see Events below)
I/O - Network - publishing player data to online services
I/O - Network - web access services
Localization Support - text databases
Memory - efficient game asset caching
Memory - memory pooling systems
Memory - garbage collection systems
Events - event handling/dispatching systems
Events - 'replayable' game state management
Events - game state represented as loadable/saveable data stream
Events - game state policies - random/deterministic, etc..
Events - game 'flow' management
Sound - Mp3, WAV, Ogg, etc. playback
Sound - runtime mixing, filters
Sound - in game capture
Sound - stereo, 5.1 surround sound
Sound - 3d audio
Input - console controller
Input - force feedback (output)
Input - spatial (Wii, SIXAXIS)
Input - mouse
Input - keyboard
Input - other (Guitar Hero, EyeToy, DDR, Donkey Konga)
Graphics - rendering - geometry processing
Graphics - rendering - geometry processing - progressive meshes and LODs
Graphics - rendering - geometry processing - efficient spatial subdivision
Graphics - rendering - shader(s), per pixel lighting
Graphics - rendering - scene graph management
Graphics - rendering - GPU based utilities for non-graphics
Graphics - rendering - geometry processing - in game CSG operations
Graphics - geometry processing - human animation
Graphics - geometry processing - motion capture
Graphics - rendering - decaling
Graphics - rendering - particle systems
Graphics - rendering - dynamic skyboxes/skydomes
Graphics - images - loading/encoding image formats - DDS, TGA, JPG, etc.
Physics - collision detection
Physics - collision detection - geometry processing
Physics - collision handling, mesh processing for non-rigid object effects
Physics - ragdoll animation
Physics - wind, environmental effects
Gameplay/AI - script
Gameplay/AI - state machine systems
Gameplay/AI - classical AI algorithms
Gameplay/AI - events - collisions, sphere of influence effects, NPC line of sight, NPC earshot
Gameplay - Cars - Damage Models
Gameplay - Cars - Driving Models
Geometry - Modeling
Geometry - Inverse Kinematics
Geometry - Rigging/Tagging/Markup
Geometry - Animation
Geometry - Procedural Animation (ie. Cloth, Hair, Jelly/Spring Models, etc..)
Geometry - Facial Performance and Lip Sync'ing
Rendering - Textures
Rendering - Shaders
Rendering - Animated textures/maps
Video - codec(s)/playback - MPEG, MJPEG, WMV, VP6, Bink, Madcow, etc..
Video - color space conversion
UI - rendering
UI - event handling systems, architecture and data
UI - script
UI - some games have a large amount of UI (ie. Madden, with its enormous UI)
UI - HUDs
Data Management - embedded SQL database (not just for plain-old IT anymore)
Embedded Control - script languages
Control - in-game gameplay tweaking utilities, runtime assets updating support
(more..)
Online Game Services
Online - lobby
Online - server side
Online - (deterministic) player position prediction and tracking (online multiplayer)
Online - publishing player data to online services
Online - web access services
Online - billing tracking for online services (online multiplayer)
Online - player data storage
Online - accessibility from PC website
(more to come, but I'm sleepy now and I want to go to bed..)
Why?
I've bought and read many books on game development. The bad ones are generally 1000 pages of C++ source code. The good, useful ones tend to fall into two categories.
- Narrow and deep (books that equate 'game engines' and 'rendering engines', for example)
- Broad and shallow (books that contain light sections on rendering, sound, networking, data structures, etc.)
Now, not every game will have or need all these systems, but it's crazy just how many most games will need. So, for right now, this is a brain dump and I've only just begun..
Offline
Content Creation - tools - geometry, mesh creation
Content Creation - tools - geometry, mesh creation - offline CSG tools
Content Creation - tools - image creation
Content Creation - tools - motion capture cleaning
Content Creation - tools - higher level 'world' assembly, including assigning gameplay attributes to objects
Content Creation - tools - sound creation/mixing/production
Content Creation - tools - mission/level creation
Content Creation - tools - statistical data, skill/inventory data and attributes
Content Creation - tools - state machine creation
Content Creation - tools - script debuggers, interactive interpreters for testing
Data Management - managing generated code
Data Management - asset dependency management
Data Management - geometry processing - ie. adding attributes, triangle stripification
Data Management - texture processing - texture packing, format conversions, bit depth conversion, etc.
Data Management - asset databases (SQL, XML)
Data Management - metadata collection about assets, data mining for global performance enhancement, data mining for content creation automation, etc.
Data Management - version control systems
Code Management - Code Generation - from asset databases, other offline sources
Code Management - Build System - standard way of building the game for all developers
Code Management - Library/Component Management - system(s) for cataloging, versioning and incorporating libraries and reusable components
Code Management - version control systems
Testing Systems and Methodologies
(much more offline/pipeline side to come; the game pipeline gets far less attention than it deserves, often with disastrous results)
Runtime
System - threading libraries/primitives
System - error handling, logging, assert handling
System - string handling, regular expressions
System - elementary data structures, STL, etc.
System - fast math primitives
I/O - File - standard file i/o
I/O - File - file compression/decompression
I/O - File - loading game assets (meshes, textures, scripts, game data files, etc..)
I/O - File - low-level game asset caching
I/O - File - asset 'packaging' into larger files
I/O - File - object serialization support
I/O - Network - lobby
I/O - Network - server side
I/O - Network - event handling (see Events below)
I/O - Network - publishing player data to online services
I/O - Network - web access services
Localization Support - text databases
Memory - efficient game asset caching
Memory - memory pooling systems
Memory - garbage collection systems
Events - event handling/dispatching systems
Events - 'replayable' game state management
Events - game state represented as loadable/saveable data stream
Events - game state policies - random/deterministic, etc..
Events - game 'flow' management
Sound - Mp3, WAV, Ogg, etc. playback
Sound - runtime mixing, filters
Sound - in game capture
Sound - stereo, 5.1 surround sound
Sound - 3d audio
Input - console controller
Input - force feedback (output)
Input - spatial (Wii, SIXAXIS)
Input - mouse
Input - keyboard
Input - other (Guitar Hero, EyeToy, DDR, Donkey Konga)
Graphics - rendering - geometry processing
Graphics - rendering - geometry processing - progressive meshes and LODs
Graphics - rendering - geometry processing - efficient spatial subdivision
Graphics - rendering - shader(s), per pixel lighting
Graphics - rendering - scene graph management
Graphics - rendering - GPU based utilities for non-graphics
Graphics - rendering - geometry processing - in game CSG operations
Graphics - geometry processing - human animation
Graphics - geometry processing - motion capture
Graphics - rendering - decaling
Graphics - rendering - particle systems
Graphics - rendering - dynamic skyboxes/skydomes
Graphics - images - loading/encoding image formats - DDS, TGA, JPG, etc.
Physics - collision detection
Physics - collision detection - geometry processing
Physics - collision handling, mesh processing for non-rigid object effects
Physics - ragdoll animation
Physics - wind, environmental effects
Gameplay/AI - script
Gameplay/AI - state machine systems
Gameplay/AI - classical AI algorithms
Gameplay/AI - events - collisions, sphere of influence effects, NPC line of sight, NPC earshot
Gameplay - Cars - Damage Models
Gameplay - Cars - Driving Models
Geometry - Modeling
Geometry - Inverse Kinematics
Geometry - Rigging/Tagging/Markup
Geometry - Animation
Geometry - Procedural Animation (ie. Cloth, Hair, Jelly/Spring Models, etc..)
Geometry - Facial Performance and Lip Sync'ing
Rendering - Textures
Rendering - Shaders
Rendering - Animated textures/maps
Video - codec(s)/playback - MPEG, MJPEG, WMV, VP6, Bink, Madcow, etc..
Video - color space conversion
UI - rendering
UI - event handling systems, architecture and data
UI - script
UI - some games have a large amount of UI (ie. Madden, with its enormous UI)
UI - HUDs
Data Management - embedded SQL database (not just for plain-old IT anymore)
Embedded Control - script languages
Control - in-game gameplay tweaking utilities, runtime assets updating support
(more..)
Online Game Services
Online - lobby
Online - server side
Online - (deterministic) player position prediction and tracking (online multiplayer)
Online - publishing player data to online services
Online - web access services
Online - billing tracking for online services (online multiplayer)
Online - player data storage
Online - accessibility from PC website
(more to come, but I'm sleepy now and I want to go to bed..)
Wednesday, April 04, 2007
Optimal Bytecode Interpretation
I always feel like I should blog more about engineering related stuff, since that's what I do all day.
For now, my earlier plans for bytecode to C++ compilation are on hold as we're looking into more immediate gains from aggressively optimizing the interpretation. One of the downsides of the hybrid C++ compilation/bytecode interpretation approach that I have in mind is that it will require a workflow change. The C++ will eventually need to be compiled and then linked to the executable. There's a pipeline/workflow bubble there that's not appealing. Still, I think it would be fantastic to get that built for critical core libraries of script (utilities) that don't change much.
Optimizing Interpretation
Our bytecode is that of a dynamic, and (as a result of the structure of the instruction set) terribly slow language. Unfortunately, we use an off-the-shelf compiler, so we can't infer much that was in the original source but fails to show up in the bytecode output.
Did some memoization, in this case caching of variable and function lookups, with excellent (awesome!) results.
A clever universal hashing scheme for both special strings and user strings opened up a lot of possibilities.
Close attention paid to string handling yielded good results.
Thread synchronizaton primitives were killing us. We usually try to keep our assembly language to a bare minimum for portability sake. This translates to a handful of primitives to improve PS2 performance. But to rid ourselves of our most time consuming locks, we applied asm to a couple of critical spots where we need to read in, modify, then write out whole cache lines as atomic operations on the PowerPC machines (PS3, 360). This avoids the expense of a more heavyweight lock such as a mutex in those places and gives us back a lot of performance for multithreaded operation.
Anyhow, we've significantly improved the bytecode execution performance, which is something the game teams have been asking (begging!) for for ages.
Of course, it's never fast enough.. ;)
For now, my earlier plans for bytecode to C++ compilation are on hold as we're looking into more immediate gains from aggressively optimizing the interpretation. One of the downsides of the hybrid C++ compilation/bytecode interpretation approach that I have in mind is that it will require a workflow change. The C++ will eventually need to be compiled and then linked to the executable. There's a pipeline/workflow bubble there that's not appealing. Still, I think it would be fantastic to get that built for critical core libraries of script (utilities) that don't change much.
Optimizing Interpretation
Our bytecode is that of a dynamic, and (as a result of the structure of the instruction set) terribly slow language. Unfortunately, we use an off-the-shelf compiler, so we can't infer much that was in the original source but fails to show up in the bytecode output.
Did some memoization, in this case caching of variable and function lookups, with excellent (awesome!) results.
A clever universal hashing scheme for both special strings and user strings opened up a lot of possibilities.
Close attention paid to string handling yielded good results.
Thread synchronizaton primitives were killing us. We usually try to keep our assembly language to a bare minimum for portability sake. This translates to a handful of primitives to improve PS2 performance. But to rid ourselves of our most time consuming locks, we applied asm to a couple of critical spots where we need to read in, modify, then write out whole cache lines as atomic operations on the PowerPC machines (PS3, 360). This avoids the expense of a more heavyweight lock such as a mutex in those places and gives us back a lot of performance for multithreaded operation.
Anyhow, we've significantly improved the bytecode execution performance, which is something the game teams have been asking (begging!) for for ages.
Of course, it's never fast enough.. ;)
Labels:
Code and Software Development,
Language,
Optimization,
Senzee
Subscribe to:
Posts (Atom)