Friday, March 04, 2011

Week 2: With a Paddle

With all the installation and setup out of the way, this week I finally got to write some code.

I decided that the goal for this week was to get some initial classes laid out for the Breakout game and implement the basics of the Paddle.  Let's start with the class design.

When you create an XNA project, it auto-generates a Game class for you. This class is the core of your Game. In it you implement methods for loading content, updating state and drawing a frame.  However, I don't think it is the best place to put much game logic. I've always tried to avoid pointing too much custom code into classes that extend from framework classes since it makes it harder to test your own code in isolation and it means large amounts of you own code could break if the framework changes. The Game class will act mainly as glue between my game implementation and the XNA framework's game loop. To this end, I created a Breakout class which is instantiated by the generated Game class.  Here is what it looks like:

public class Breakout {
    private SpriteBatch spriteBatch;
    private Paddle paddle;
    private Ball ball;
    private Wall wall;
    private int screenHeight;
    private int screenWidth;

    public Breakout(SpriteBatch spriteBatch) {
        this.spriteBatch = spriteBatch;
        this.screenWidth = spriteBatch.GraphicsDevice.Viewport.Width;
        this.screenHeight = spriteBatch.GraphicsDevice.Viewport.Height;
        this.ball = new Ball();
        this.paddle = new Paddle(screenWidth, screenHeight);
        this.wall = new Wall();
    }
}

It's pretty straight forward, Breakout has a Paddle, a Ball and a Wall, just as you would expect.  The Breakout constructor is passed in a SpriteBatch instance which it will use to draw all the graphics for the game. The SpriteBatch is created in the Game class's Initialize method, where the Breakout object is also created, like so:

Friday, February 25, 2011

Week 1: Setting up and Installeering

This week was not the most exciting in terms of this project, but necessary nonetheless.  It was all about setting up my development environment and a bit of troubleshooting to get things working.

First of all, I grabbed a copy of Windows 7 professional and installed that into a Bootcamp partition on my iMac.  This didn't exactly go without a hitch, Windows 7 doesn't seem to include the right ATI driver for the graphics card in the late 2009 iMacs. So when you get to the third stage of the installation, the screen goes blank... not very helpful.  Thankfully there is a pretty simple work around that involves booting up in repair mode and deleting the ATI driver. This forces Windows to use a generic driver, but one that actually works.  So with that done I could complete the installation and then install the boot camp drivers to get a proper ATI driver for the graphics card.

From there it was a matter of installing some development tools.  I got Visual Studio Express Edition with Windows Phone Developer Tools, which in fact contains XNA Game Studio, not that you would know by the product name.  The install for this went without a hitch.  I also installed Git Extensions, however for some reason the Visual Studio plugin didn't work, I'm not too fussed about that though since I'll probably use the command line most of the time.

With all that setup, I fired up Visual Studio and created a new Windows game project, called Breakout, that I'll use for building my first game. This was simple enough but there was one hitch, I wasn't able to run the game within Parallels, I got an error saying there was no suitable device support HiDef.  Fortunately the Internet came to the rescue again.  Apparently this is caused by Parallels only supporting DirectX 9. The fix is pretty simple, you just need to right click on the Game project, select Properties, then change the Game Profile to "Use Reach ...", the game should now run and display a beautiful cornflower blue screen.


I also tried out VMWare Fusion as an alternative to Parallels, it also suffered from the same HiDef support problem, so there wasn't really any reason to switch.  I'll see how it goes with Parallels for while, I do get the sense that I'm eventually either going to need more RAM, or I'm going to have to reboot into Windows more often, but I'll see how it goes.


---


In order to get up to speed with C# I read through Intro to C# from Objective-C and Java. I've gotta say, it's not the best document.  I realise it is only 24 pages, but it seems to really skim over important language features at the expensive of talking about the CLR platform.  For example, it has a list of about 15 items that Java has but are different in C# or that C# has but Java doesn't, like indexers, different inheritance syntax, access restrictions on overriden members, clashing interface inheritance but it doesn't actually discuss how C# does it.  And yet there is a page and half on garbage collection, which is essentially the same between the two platforms.  Oh well, I'm sure I cope.


---


I've also setup a Github project at http://github.com/seangeo/breakout. It's a public project so anyone can grab the code, although at this stage there isn't much to see, hopefully it will get more interesting.


Next week I'm going to start getting familiar with the XNA API and draw some sprites.  If I get time I might make them move across the screen!

Saturday, February 19, 2011

Refurbished and Repurposed

I've decided to repurpose this blog as a journal for my foray into game programming.

I've always loved video games and they have always been a big part of my life.  When I decided to to return to university after a brief stint as a sound engineer, my main motivation for doing computer science was to end up as a game programmer. I even dabbled in building a MMORPG in my second and third years.  However, at some point I took a different direction.  I don't really know why, probably a combination of factors: a lack of local jobs and not wanting to move state again, the idea of another industry being the industry that the best people work in (at least in Adelaide) and some sense that it was time for me to grow up and act like an adult; probably why I cut my hair and started wearing button up shirts.

It's just over 8 years since I graduated. I've never been short of work and I've had some great jobs with some great people. However, I still have a nagging regret when it comes to game programming.  I keep wondering what would have happened had I kept my sights on that goal and worked towards it. And most of all, game development is still something I really want to do.  Basically I don't want to be in the position 8 years from now where I'm wondering the same thing, only it would be even harder to do something about it.

So, this marks a turning point, my hair is long again and I prefer t-shirts.

To have any chance at a game development career, I need to learn game programming techniques, libraries and platforms, because at the moment, my game development knowledge is pretty minimal, I've spent all my time doing business/commercial development. It's not going to be easy or quick and I have a lot to learn, but really I have nothing to lose. I still need to work and make a living so I need something I can do in my spare time and with a plan that keeps me focussed. I'm going to put about 3 hours a week into building small tech demos or games that will teach me something about game programming. I'll also write a weekly blog post that outlines what I did, what I learnt and what I plan to do next week.  If I can stick to this I should learn a decent amount in a reasonable amount of time, but most importantly have a set of demos for a portfolio and a journal to go with it. And from there, we'll have to see.

Which brings me to the first little project.  I've spent a bit of time reading and thinking about where to start,  it does make sense to use Windows for the project initially though, even though I normally use a Mac and have an iPhone I could develop for, however, the games I would want to work on are PC or console games and most game jobs require C/C++ on Windows, so Windows just makes sense. I don't want to get overwhelmed and discouraged so starting reasonably small would be a good idea, which makes me think starting with XNA Game Studio is a good way to get my feet wet with XBox 360 and Windows development, rather than jumping into the deep-end with DirectX. Even if it is C# as opposed to C/C++, I'm not too worried about that just yet.

I'm going to start by developing a Breakout clone for Windows. This fits the reasonably small criteria but should cover a enough new areas that it should be interesting.  I expect to learn about at the least following:

  • Setup of development environment and building and running a Windows game.
  • Simple 2D graphics.
  • Simple UI components.
  • Simple 2D vector math, trigonometry and animation of the ball and paddle.
  • Timing of animation.
  • Keyboard input.
  • Collision detection.
  • Simple audio playback.
  • Simple particle effects.
I'll be storing all the code for the project in my github account. So if anyone wants to see how I'm progressing in terms of the code, check it out. (I'll post a link to the actual repository when I get it set up next week.

That's all for this week, next week I'll post about setting up the XNA Game Studio in Windows.

Saturday, May 03, 2008

rAtom 0.3.5 released

This is just a maintenance release, nothing too exciting:


== 0.3.5 2008-05-03

* Make sure atom:entries appears last.
* Better examples in the documentation.
* Docs for Feed and Entry list attributes.
* Gave Feeds authors and contributors.
* Fixed a couple warnings.

Monday, April 14, 2008

Using rAtom in Rails

Some mysterious anonymous person asked me for a tutorial on using rAtom within Rails.  So I'll show you all how I do it.

Firstly, the big difference is that I treat it more like ActiveRecord#to_xml instead of like a *.builder view. So I'll start with an example.

Assuming you have a blog application with a Post model class, you can add a #to_atom method to your class like this:



class Post < ActiveRecord::Base  
def to_atom
Atom::Entry.new do |entry|
entry.title = self.title
entry.updated = self.updated_at
entry.published = self.created_at
entry.author = Atom::Person.new(:name => self.author)
entry.links << Atom::Link.new(:rel => 'alternate',
:href => "/posts/#{self.id}")
entry.content = Atom::Content::Html.new(self.content)
end
end
end


The advantage of returning a rAtom object here is that the atom representation is then composable, for example if you have a Blog class that has many posts you can do this:



class Blog < ActiveRecord::Base
has_many :posts

def to_atom
Atom::Feed.new do |feed|
feed.title = self.title
feed.links << Atom::Link.new(:rel => 'alternate',
:href => "/blogs/#{self.id}")

self.posts.each do |post|
feed.entries << post.to_atom
end
end
end
end


To get this atom representation out via HTTP, you would do this in the controller:

class BlogsController << ApplicationController
def show
@blog = Blog.find(params[:id])
respond_to do |format|
format.atom { render :xml => @blog.to_atom.to_xml }
end
end
end


This has been really useful in an application that I am working on because we are using Atom as the main communication format between a bunch of different components, so this composability comes in really handy. For a simple blog it might be overkill, but at least you get the much better performance of libxml-ruby.

You'll probably notice a bit of ugliness in the to_atom methods, specifically this:

      entry.links    << Atom::Link.new(:rel => 'alternate', 
:href => "/posts/#{self.id}")


The URL is hard-coded here because url_for is not available in a model. This is a bit of trade-off between the composability and strict MVC here, if you really wanted to you could pass the URL in as a parameter, or add a block that generates URLs or whatever, it's up to you.

For some applications, like a simple blog, the composability might not be too important, and you might prefer the syntax of atom_feed in Rails, or at least want to be able to render the atom in a view. In this case it would probably be nice to have a rAtom based template format, so you could add a view like "blogs/show.atom.ratom" which allowed you to move the to_atom method into a view and call url_for directly from the view. I'd like to add this at some stage, but it hasn't happened yet, due to time and priorities, but if anyone would like to submit a patch for it I'd gladly accept it.

Tuesday, April 01, 2008

rAtom 0.3.0 Released

I've just release rAtom 0.3.0. This version adds support for simple extension elements and also checks that content is in UTF-8 before serializing to XML.


As defined in the Atom Syndication Format, simple extension elements consist of XML elements from a non-Atom namespace that have no attributes or child elements, i.e. they are empty or only contain text content. These elements are treated as a name value pair where the element namespace and local name make up the key and the content of the element is the value, empty elements will be treated as an empty string.


To access extension elements use the [] method on the Feed or Entry. For example, if we are parsing the follow Atom document with extensions:


<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xmlns:ex="http://example.org">
<title>Feed with extensions</title>
<ex:myelement>Something important</ex:myelement>
</feed>

We could then access the extension element on the feed using:


> feed["http://example.org", "myelement"]
=> ["Something important"]

Note that the return value is an array. This is because XML allows multiple instances of the element.


To set an extension element you append to the array:


> feed['http://example.org', 'myelement'] << 'Something less important'
=> ["Something important", "Something less important"]

You can then call to_xml and rAtom will serialize the extension elements into xml.


> puts feed.to_xml
<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom">
<myelement xmlns="http://example.org">Something important</myelement>
<myelement xmlns="http://example.org">Something less important</myelement>
</feed>

Notice that the output repeats the xmlns attribute for each of the extensions, this is semantically the same the input XML, just a bit ugly. It seems to be a limitation of the libxml-Ruby API. But if anyone knows a work around I'd gladly accept a patch (or even advice).


You can get rAtom via gem:


> gem install ratom


or from Github.

Saturday, March 08, 2008

rAtom 0.2.1 Gem released

rAtom is a Ruby Gem for working with the Atom Syndication Format and the Atom Publishing Protocol (APP).

rAtom was originally built to support the communication between a number of applications built by Peerworks[http://peerworks.org], via the Atom Publishing protocol. However, it supports, or aims to support, all the Atom Syndication Format and Publication Protocol and can be used to access Atom feeds or to script publishing entries to a blog supporting APP.

Features:
  • Uses libxml-ruby so it is _much_ faster than a REXML based library.
  • Uses the libxml pull parser so it has much lighter memory usage.
  • Supports RFC 5005 (http://www.ietf.org/rfc/rfc5005.txt) for feed pagination.

You can install via gem using:
# sudo gem install ratom

Usage

To fetch and parse an Atom Feed you can simply:
feed = Atom::Feed.load_feed(URI.parse("http://example.com/feed.atom"))

And then iterate over the entries in the feed using:

feed.each_entry do |entry|
# do cool stuff
end

To construct a Feed

feed = Atom::Feed.new do |feed|
feed.title = "My Cool Feed"
feed.id = "http://example.com/my_feed.atom"
feed.updated = Time.now
end

To output a Feed as XML use to_xml

> puts feed.to_xml
<feed xmlns="http://www.w3.org/2005/Atom">
<title>My Cool Feed</title>
<id>http://example.com/my_feed.atom</id>
<updated>2008-03-03T23:19:44+10:30</updated>
</feed>

Publishing

To publish to a remote feed using the Atom Publishing Protocol, first you need to create a collection to publish to:
collection = Atom::Pub::Collection.new(:href => 'http://example.org/myblog')

Then create a new entry:
entry = Atom::Entry.new do |entry|
entry.title = "I have discovered rAtom"
entry.authors << name =""> 'A happy developer')
entry.updated = Time.now
entry.id = "http://example.org/myblog/newpost"
entry.content = Atom::Content::Html.new("<p>rAtom lets me post to my blog using Ruby, how cool!</p>")
end

And publish it to the Collection:
published_entry = collection.publish(entry)

More Information

See http://ratom.rubyforge.org for more information.