Tuesday 26 July 2011

Gobed - Game object editor

A tool to let us tweak settings in game on the fly has now been passed to AD for setting up all the necessary data for the firing range. I have a very busy week ahead putting in a number of features needed to get the game ready for the first closed beta testing.

I got the go-ahead to start updating the flight model with the current FM code from the test-bed, it feels very stable, Fred added a function to write out data for analysis, so even if the instrumentation is faulty there's some virtual flight recorder data to examine. HTR has proven to be a predictive flight model, behaviour in the flight model being later observed in a real helicopter. Looking forward to getting this bedded down. I'm sure there will be a lot of tweaking to do later.

The official web site still has a mid 2011 release date on it which I think is a little optimistic unless you consider closed beta a release (unless it escapes). Someone needs to take these dates around the back and given a good seeing to with a cricket bat.

AD proposed we call the firing range Operation Kickstart which prompted a round of YouTube viewings of the BBCs Junior Kickstart programme and the amazing antics of champion Dougie Lampkin.

10 comments:

  1. I thought it was custom to release late. Better late without lists of bugs than early & alienate the customers with a constant stream (or should that be steam) patch updates imho.

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  2. A lot of good news, good luck at work:)

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  3. I plan/count on having a mostly streamlined update pipeline. MMO style updates for upgrades.

    I didn't package the tool for AD correctly so now he's writing a python script to do his database entry. But I don't see what that's got to do with dead parrots or lumberjacks.

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  4. " mostly streamlined update pipeline"
    And imo + S/n it will be the best anti-piracy protection :)
    Btw great FLIR video,may will be helpful in your project.
    http://www.youtube.com/watch?v=PLzD1SCk__g&feature=player_embedded

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  5. Interesting glow around the exhaust of the F16, must be picking up the IR from air around the exhaust rather than sensor smearing. We could only emulate that by having the geometry of that as a billboarded material on the model and using a graduated blob in the heat channel.

    Fiddly.

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  6. Yep but cmon Flex you like fiddly !

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  7. "I ain't got time to bleed."

    When we move to version 2.0 of the game I want to use the GPU to do some accurate heat dynamics instead of pre-computed. More important to up the ground detail levels and map scales which is the primary design goal for a sequel.

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  8. crikey using the GPU, you'll be talking about multi-threading next. JK. Having said that I am amazed at the lack of multi-threaded games out there and the moment and dont start me on CUDA & Physx. It'll all happen one day but progress in these areas seem slow. I remember doing parallel computing on the Uni MainFrame back in 1987!

    When you do finish ver 1.0 Rob & I will send you a gold plated Gravy jug from the Soukh. Knowing how much you like gravy ;)

    Glad its all progressing a little smoother for you now.

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  9. I've been talking about multi-threading for a while behind the scenes. OpenGL contexts are a bit fiddly when it comes to which thread you access it on. Networking runs on a separate thread and communicates with the main thread via a messaging system.

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  10. Good stuff. I suppose you could run the sound engine in another thread & would require very little communication with the main thread.

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