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Fangaming Discussion (48 posts)
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User is offline May 30 2013 06:02 PM
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My Information

Member Title:
As classic as rock
Age:
28 years old
Birthday:
June 11, 1987
Gender:
Male Male
Location:
Valencia, EspaƱa

Contact Information

E-mail:
Click here to e-mail me
AIM:
AIM  Damizean
MSN:
MSN  elgigantedeyeso at gmail.com
Website:
Website  http://

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Project:
Various projects
National Flag:
es
Wiki edits:
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Posts I've Made

  1. In Topic: Roadmap

    08 December 2012 - 12:36 AM

    Just my two cents here, but I have the feeling the development is getting rushed just in order to have inmediate results, before thinking through the architecture of the engine. A foundation must be stablished, otherwise you'll encounter unforeseen design flaws that will require a lot of the codebase to be rewritten. My humble suggestion is to do some software engineering work beforehand, even before displaying anything other than a black console window. Stablish paradigms, code style, draw UML diagrams about the core system, it's interaction with other subsystems and external libraries, how they are integrated, etc.

    My first critical thoughts about this would be:

    • Dependencies: Target platforms? Useful third party libraries?
    • Abstraction level: How much will you abstract the underlying layers? Wrap third party libraries? (Adapter pattern?)
    • Memory & Resource Management: What approach? Use an external library? Usage of smartpointers?
    • Game Architecture: State based? Specific game states or entity ridden?
    • Entities Architecture & Communication: How are entities described? Deep class hierarchy? Component aggregation? What communication protocols will be used?


    There are some good reads out there about game engine architecture design, I would try to analyze other mature game engines and take what would seem to be the good decisions. Here's a couple articles that are pretty nice to read:
    Id Tech 4 architecture review
    MVC Architecture on Game Development
    Game Programming Patterns
    Gamedev: Useful programming design patterns for Game Development.
  2. In Topic: EGGEN (The EGG-Engine)

    04 October 2012 - 06:24 AM

    View PostTiller, on 03 October 2012 - 10:18 PM, said:

    So did anything happen with this? I'm starting to mess with Unity and would love to screw around with this, but it seems the domain expired...and there haven't been any updates in the thread in forever.


    It's still in the works, I just had to slow down due to college and lack of internet. I hope to work on a test release sometime soon.
  3. In Topic: Sonic Fan Remix

    01 September 2012 - 12:35 PM

    View PostDario FF, on 01 September 2012 - 11:14 AM, said:

    I pretty much said this before to someone else IIRC, he did some really great assets, and could surely create way more. Maybe he just didn't want to have to code all the amount of gimmicks and all that was needed(physics-wise and such), enemy behaviour, including porting to yet another engine. Perhaps he would be just happy with making a level in Gens instead, since all the playability is already there.

    He already had all that :P It's simply that he started working on other projects (an indie game).
  4. In Topic: Sonic Generations Hacking (and More!)

    15 August 2012 - 06:42 PM

    Basically, here's the guide on how to use it:

    • Upgrade the Hkx files to the newer format version. That is done with the provided tool "AssetCc2.exe" (or batch convert them with the convert.bat file).
    • After you have your skeleton and animation HKX converted, fire up the HkxReaderFrontend. There you should provide the path to the HkxReader.exe and a list of the Hkx files you want to read.
    • On the window that will appear with the results readen, select "Export as HKA". It'll export the skeletons and animations into an intermediate text file.
    • After you have the HKA files created, load the HKAImporter script on 3DS Max and with the model imported with the reference pose and scale 1, import the animations.
    • ???
    • Profit.


    It should work on both MAX 2011 and 2012.
  5. In Topic: Sonic Generations Hacking (and More!)

    15 August 2012 - 05:21 PM

    If you don't mind using another tool, I successfully imported all the classic Sonic animations using my very own. I even used them in the EGG Engine.

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