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Adventures in Game Development Chapter 17 Part 4

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Uploaded by on Aug 14, 2010

Indie Game Development Journal
http://elysianshadows.com
http://dualthreatstudios.com

Part 1 - http://www.youtube.com/watch?v=2vf0NAQxMlI
Part 2 - http://www.youtube.com/watch?v=eNfXs51uflI
Part 3 - http://www.youtube.com/watch?v=hONsn6gzm9U
Part 4 - http://www.youtube.com/watch?v=Bn7orfVadaA

So after a year and a half, the Adventures in Game Development finally returns with Chapter 17. The team has spent quite a bit of time with Tyler, James, and Jarrod coding all night, abusing caffeine (and beer), and pursuing our passions. It is with this spirit that we finally feel comfortable resurrecting our original series in all of its crude, uncensored, game development goodness.

Please welcome Tyler Rogers to the Elysian Shadows team. He will be contributing to the SDK in the form of scripting (and quality assurance, haha) as well as storyline development.

Please welcome Dual-Threat studios to the Adventures in Game Development. We are extraordinarily pleased to be working with such talented, passionate, and driven individuals. We also think that they will help spice up AiGD and prevent Marcel and Falco from drawing you guys in our technical mindfuckery.

On the ES front, the team has gone rogue and is now supporting Apple products with its engine/SDK... along with Windows, Dreamcast, and PSP.


Marcel has launched a brand new "Toolkit" for the ES SDK written in C++ and using QT. With this new toolkit, the engine and editor are able to share a code base for asset loading. This framework is called the "Joint AssetIO Framework." We are also introduced to the mechanism for capturing debug output of critical loading/saving routines within this framework.

Team Dual-Threat introduces our viewers to the Unity3D engine as well as its component system (along with a comparison to a hierarchal approach). They also show off two of their productions: Prime8 Shooter and Prime8 Racing. Finally, they unveil their most secret of projects "Project Root" at 5AM ... and fall asleep.

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Uploader Comments (GyroVorbis)

  • Proposal 3#:

    Have a Abstract Base Debug Class with a DC and QT implementation, Use static (compile time) polymophism.

    Pass a pointer to all classes which need access to the debugger (or if you are lazy use a global).

    Faster and cleaner code than both of your solutions.

    Besides why do you need a different Debug System on both , can't you just use the std I/0 (either the C++ or the C version)?

  • @thecomputergurukid Yeah, uhm. You realize that by using an "abstract base debug class," you are using RUNTIME polymorphism by definition? And we need a separate one on both, because one is being displayed to the terminal and one is being stored in an internal widget for later viewing. And no, passing a pointer that must be run-time polymorphed to a base debug class to everything using the debugger is not faster nor cleaner than either of the proposed solutions.

  • @GyroVorbis My understanding of polymorphism's definition is that it just means having multiple implementations using one interface which does necessarily have to be done at runtime. You can use templates to do compile time polymorphism by having an 'abstract base class' which has a template parameter of its implementation. I did not mean use virtual functions.

  • @thecomputergurukid The term "abstract class" is reserved specifically for a base class with at least one purely virtual function. You're right, it could be done with templates, and that would be "compile-time" polymorphism (although I'm still going to have to disagree with "passing it around manually to everything requiring it is prettier"). You mixed run-time polymorphic and compile-time polymorphic terminology.

  • Damn! Just finished watching all the 77 videos on the channel, I should probably go back to working in my pizza-eating lizard game before you guys make another video and steal away my dev'ing time. I'm looking forward for Elysian Shadows to be complete, please finish it so I can buy it =D

  • @lapidations Soooooo... which one was your favorite?

Top Comments

  • @PkpMeDiC Haha, thanks, man! We live in Huntsville, Alabama. (US)

  • 1. I've been watching your Videos for about an hour and a half.

    2. The entire time I've been watching them, I've been Intrigued, and have been laughing my ass off.

    3. Where do you guys live at?

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All Comments (167)

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  • @johnvasgird They are. They are updating everyone on Facebook and twitter.

  • Are you guys still working on this project?

  • @Wazzup800 ROFL

  • @GyroVorbis yeahh ummm did you get the memo for the tps reports?

  • These videos are very humbling.

  • The C approach was right in this case. I like what you did. I was planning to do something similar, but adding an exception class. Are you using exceptions in your engine? I found them to be useful.

  • you guys should make a gay porno...

  • @TompanX *make. lol :P

  • Cant wait to see Marcel's hair line in part 18.

  • @TompanX huh?

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