Posted on December 30th, 2007 by headwedge
Introduction
Cellular Automata are a fascinating and huge subject but I would like to get back to some of the rest of the game framework and the next key element would that of the game tile.
Background
Before GHz & Megabytes & 3D engines there were MHz Kilobytes and tile based 2D games. Storing images & parts of [...]
Filed under: game, game framework, specification | No Comments »
Posted on September 16th, 2007 by headwedge
At the moment the game & pixel frameworks follow, sensibly enough, the Java idiom of adding a child to a parent thus:
AConcreteParent.add(SomeChild);
Unfortunately, this has been frustrating in several ways:
Run Time Bugs: I produce annoying null pointer errors due to my mishandling of the construction order.
Multiple Parent Bugs: I can erroneously add a child to another [...]
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Posted on July 28th, 2007 by headwedge
Incomplete initial specification:
Background
The Model-View-Controller (MVC) architecture [link] is almost ubiquitous to the point of being a gui/web programming paradigm. It is such a natural decoupling approach that it is implicit in most non-trivial programs, whatever the language. However, making it more explicit through the Observer (Publish-Subscribe) Pattern frees up the ‘pluggability’ power of decoupling.
Overview
The mvc [...]
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Posted on July 20th, 2007 by headwedge
Javadocs has the handy option of being able to put all the arguments you have chosen into a separate file(s).
As the documentation recommends I have 2 files ‘options’ and ‘packages’ used thus:
javadoc @options @packages
This approach minimizes bugs when editing options.
The options file:
-d ./javadocs
-author
-version
-windowtitle “www.headwedge.com”
-header “h2Headwedge GameFramework/h2/brv0.2″
-bottom ‘a href=”{@docRoot}/Academic Free [...]
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Posted on July 15th, 2007 by headwedge
Javadoc documentation & zipped source code for game framework so far (v0.2) available on the Documentation & Downloads page.
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Posted on July 15th, 2007 by headwedge
Posted on July 7th, 2007 by headwedge
We can’t get enough of them but we don’t want to see them.
They’re not alive but they can be dead.
They can be on or off and be millions of colours but only one at a time.
A dot of light an electric mark.
The indivisible atom of visual communication.
Revealing the machinations of the electronic brain.
So technically speaking…
A [...]
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Posted on July 5th, 2007 by headwedge
Cartoon sky Applet to test the first few classes of the Game Framework [link]
(Give it a moment to load)
Demonstrates GameMediator handling 2 Layers, one animated one not, from a thread that updates the screen from a buffer with an adaptive frame rate of 50fps.
The first Layer contains full window tiled image background for blue [...]
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Posted on June 20th, 2007 by headwedge
The very fact that this boilerplate code was needed forked a rant [link]. Regardless, I have been away from Java for a little while now and getting an applet up and running, particularly one taking advantage of Swing compononents, is more complex and, sadly, more verbose than it used to be.
As The Java Tutorials explain [...]
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