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Archive for April, 2011

How does your developer notes look like ?

April 20th, 2011 No comments

Some “weeks” ago I bought some cork plates for my personal “wall of brain-damage”. Don’t know if you can comprehend this, but when it comes to game logic sometimes your brain can follow anymore. My workaround is to visualize things that are a little more complex, so i began to work with excel or small hand-drawings. After my recent Tower Defense game I will offer you my final boad status.

Especially interesting is the Diagram at the center / bottom of the picture. This is the “curve of difficulty” in the game…so the first 1-50 level are more or less casual, but after that it’s getting pretty messy

Tower Defense Game for Android

April 9th, 2011 1 comment

So the game is near completion an only a few days to the release. Take a look at the Game Page and let me know how you like it. Nearly 14.000 Lines of Code, over 400 unique created images / animations / sounds. This should at least last for yome hours of mayhem on your android device.




I just created a Facebook Page for all that may contribute rather on Facebook. I’m very interested in Feedback or Ideas how to improve the game, so doon’t hesitate in writing me a mail or contact me on Facebook.

Fast Game Mathematics

April 2nd, 2011 7 comments

As for myself, I never had anything to do with game programming. I’m a normal J2EE Developer / Architect in my “real” life, working for a big IT-Company here in Germany. If you are entering game programming you have to learn to throw some common java habits overboard. Besides the “Aiming for Performance” Arcticle ” down below, there are some more technical issues that can speed up your game. A good starting point is a wiki article about fast square roots (Link). The thing with the square roots is especially interesting if you are going 3D.

Another aspect is the Math factor.

int result = inputInt / 2;
int result2 = inputInt >> 1;

If you have some division by the power of 2, then you can simple shift the bits. In my TestCase this is like 8x faster than the standard division. Another useful approach are Data Tables, when you don’t need exact values. If you are calculating angles with Math.tan() or something similar, you might want to consider to pre calculate the angles your need for your game. In my case the rotation of arrows in 10 degree steps. So the only thing you have to to is to divide the cathetus and search for a Number in the table. In my case 5x times faster that Java Math.