KrakJam 2017 – making game in 48hrs

In January 20-22 I decided to attend Global Game Jam 2017. Among few other cities I choosed Kraków. The local event was named KrakJam 2017.

7th edition but my first attendance. Looks like I know how to pick events because this was another great one. I’ll cover the project, theme and my feelings around me being there, people and organization.

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Working on workflow for Unity and git

Unity3D seems to be a great software for rapid prototype development. It certainly is but when properly used. You’re alone with your prototype? It’s OK but I was the other case. When it comes to collaborate there’s a belief that nothing will change during the process of development. Well, the reality is that the teamwork does change a lot. If you dare to work with team using Unity, then you may find my experiences useful to you.

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Iterative version of Ramer-Douglas-Peucker line-simplification algorithm

In one of our games we needed to beautify user mouse or touch input. Actually it isn’t simple task since there can be found many criteria due to point reduce. I have tried several solutions like discovering big angle change between segments (built of last given input points), big distance discovering, Catmul-Rom curve approximation and even joining all of those methods.

Later on I have found Ramer-Douglas-Peucker algorithm which helped to reduce unneeded points in a more visually proper way. In the end I’ve been reducing points by small distance and little angle between segments to put less points into the algorithm. Since it had to be done in realtime that wasn’t enough of optimizations. Next optimization was to make the iterative version of Douglas-Peucker algorithm.

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Why I hate Unity3D popularity

Unity3D is an often recommended game making tool for beginners, the same way, how it was with Game Maker and a few others. I have been stumbling upon Unity3D for 3 months and I do have my strong opinions about that fact.

My thesis is that Unity3D may not be suited for beginners. Some people argue and say that it is a matter of taste. I disagree. In my opinion it’s the matter of skills and facts. I would like to share some of my observations about Unity3D or actually how it can be misused. The following will not be an advanced take on the topic but rather a cover for beginning game developers who want to start with Unity.

I will present three areas of (lacking) skills which often kill projects in latter development:

  1. writing production-ready code – maintainable for a longer time than a month
  2. knowledge of differences between programming paradigms like OOP, GOC or ECS
  3. performance problems awareness – due to target hardwarde, language and architecture

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Memory leaks in Adobe AIR Mobile / AS3 project

As many Adobe Flash / AIR / AS3 projects we have been using Event Dispatcher. This concept seemed to be too uncontrollable and lacking of many wanted information. Doubts about garbage collector made us to recreate the idea to take more of control and information about event listeners.

Keywords: Garbage Collector Which Sucks, Event Dispatcher, Event Bus, Event Listener, Object Pool, Disposable Objects

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“Just” implement tutorial into the game

Today many games need tutorial. Tutorial is a hot topic for discussion in indie games community. Anyhow, for programmer-non-designer tutorial implementation is just a job which comes with unwanted problems. Most of them appear because it tends to be made in the end of project. And worst situation is when tutorial is being done incrementally.

I will not discuss topic of tutorial design. Instead I’d like to present some notes about coding a tutorial in online game which are derived from my experience and observations. In the end I’ll give my advices for coding tutorials.

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Why should you document your design?

Documenting a project vision is justified in probably all of development methods and methodologies, like Agile/SCRUM, Waterfall, PRINCE2 or even Kanban. The idea of documenting is simple – we need to know what to develop. When vision of a new concept becomes to be a project, it’s always a good idea to document it. That’s what we are taught on universities, in companies or on trainings. But what are some objective reasons for doing that? Why not just start the project straight from a concept in the head?

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Quick implementation of Network for existing Game

There are 2 common choices of architecture for game network implementation:

  1. client-server
  2. peer-to-peer

What I did was some kind of hybrid of those two. I used Remote Procedure Calls (RPCs). In this post I will describe this technique giving some basic examples showing the role of server and actually giving it some tools to do it’s role as a server.

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Time update issues with Keyframe-based animation

Some time ago I joined to some project developed since 3 months before by a 3-4 person team. After next 4 months I made a refactor request to modify whole engine and game to make game frame update based on the time, rather than device power. Yeah, there was a constant constraint set – maximum 30 Frames Per Second.

Many of world-existing mobile devices couldn’t achieve those constant 30 FPS-es. On the other side some devices could show 60 without a problem but couldn’t because of constraint.  It seemed crucial to me to change that. I have seen a game in previous company where 60 FPS were desired and some devices didn’t make 30-40. Those games felt totally too slow.

I was developing a whole animation system then but I’d like to describe one element of it all – keyframe-based animation which was a huge part, actually most crucial. I tried to look for solutions, even tried to look into Spine (which is a great software, I recommend it!) libgdx “runtime” which is open-sourced. Unfortunately, our needs were too wide.

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Unity – is this point within a box?

I am currently using Unity for two weeks and I have started to implement logic and graphical tweaks into mechanics. It happened that I needed a little math to correct some calculation failures based on user mouse or touch input. A simple check was needed – is a given 3D point contained within a box?

I was pretty disappointed that Unity does not have such functions already made. And even more disappointed I couldn’t find ready solution for Unity-specific library code. Actually many folks use Physics.Raycast() instead which is ugly. The sad fact is that many creators do not have any idea what they are doing by using Raycast.

Below you can see the code for such point-box check. If you need it, figure it out yourself how it works.