Commodore 64 programmers, How To Use ReSid In C++ Game? - audio

Would it be possible to use the ReSID emulation source code in a game I'm making? I want a video game sound engine like the good old days. Not wavs/mp3s. Any thoughts? http://en.wikipedia.org/wiki/ReSID

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Can you override Godot's default physics and code your own custom physics?

I have been using Godot for a while now(for at least 4 months) and now I decided to take a huge leap in my 3D game making. I mean I like Godot's ready-made physics a lot and it is almost perfect but I wanna code my own custom physics. I wanna alter ray-tracing to a way I like better and other physics aspects(find it hard to explain :) ) and have better control over the physics in my game for every prop and stuff. I just wanna know whether I can disable ready-made Godot physics.

graphics engine for embedded systems

i am a newbie at graphics for embedded system. i have worked with OpenGl, Unity, WPF etc for graphics but as a hobby project i wanted to run games on embedded platforms like [arduino and Raspberry(without Raspian)].
Can someone please refer some guide or road map for me in this regard. For performance issue i want to target only 2D but good proper games and the system should work like a gaming console. [off course the game controllers are least of my worries since i am an electrical engineer :D ].
Please don't close this question without answer. i know there are a lot others but i wanted answer to my problem for 2D games ...
P.S. i would really appreciate solutions that are widely accepted,

Graphics and Sounds for the Game

I am new to android and game developing too.
I wanna try my luck in game development.
The only thing is struggling is Graphics and sounds.
I've played many games with awesome graphics like angry birds for example.
So, my question is how to design graphics like those and how do game developers get sounds for the games.
Can you suggest me any place for free sounds for commercial use
Thank you.
This is probably slightly off topic for stackoverflow (I think there's another board for game dev, not sure).
But that aside, my $0.02:
If you're doing game development and focused solely on the programming, then I would suggest finding a partner that can do some or all of the things you're not comfortable with doing yourself. Honestly, you could try making some graphics yourself in GIMP or Photoshop and using Audacity to make your own sound effects, but they probably won't be as polished as if you can find someone experienced with that to do it for you. You can also try to find free sounds/graphics on the internet, but if it's anything specialized you're trying to make, you probably won't find anything suited to what you're doing, at least not without much trepidation. Also, if you're really serious about making some games, and you want to get some assets of high quality, expect to pay a little money to get a graphic designer or sound engineer to make something nice for your project.
As far as where to find such a person. Well, this is where I get a little hazy, there's probably better places to look, but one which I'm aware of is this site:
http://www.moddb.com/jobs
You can post ads for people to work on various aspects of games, so you could find someone that specializes in the skills you're looking for. People on that site may do so for free, too.
Good luck!

2D platformers: why make the physics dependent on the framerate?

"Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast.
Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.)
What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine?
Thank you, and sorry if the question was confusing.
There are no reasons why physics should depend on the framerate and this is clearly a bad design.
I've once tried to understand why people do this. I did a code review for a game written by another team in the company, and I didn't see it from the beginning but they used a lot of hardcoded value of 17 in their code. When I ran the game on debug mode with the FPS shown, I saw it, FPS was exactly 17! I look over the code again and now it's clear: the programmers assumed that the game will always have a 17 FPS constant frame rate. If the FPS was greater than 17, they did a sleep to make the FPS be exactly 17. Of course, they did nothing if the FPS was smaller than 17 the game just went crazy (like when played at 2 FPS and driving a car in the game, the game system alerted me: "Too Fast! Too Fast!").
So I write an email asking why they hardcoded this value and use it their physics engine and they replied that this way they keep the engine simpler. And i replied again, Ok, but if we run the game on a device that is incapable of 17 FPS, your game engine runs very funny but not as expected. And they said that will fix the issue until the next code review.
After 3 or 4 weeks I get a new version of the source code so I was really curious to find out what they did with the FPS constant so first thing i do is search through code after 17 and there are only a couple matches, but one of them was not something i wanted to see:
final static int FPS = 17;
So they removed all the hardcoded 17 value from all the code and used the FPS constant instead. And their motivation: now if I need to put the game on a device that can only do 10 FPS, all i need to do is to set that FPS constant to 10 and the game will work smooth.
In conclusion, sorry for writing such a long message, but I wanted to emphasize that the only reason why anyone will do such a thing is the bad design.
Here's a good explanation on why your timestep should be kept constant: http://gafferongames.com/game-physics/fix-your-timestep/
Additionally, depending on the physics engine, the system may get unstable when the timestep changes. This is because some of the data that is cached between frames is timestep-dependant. For example, the starting guess for an iterative solver (which is how constraints are solved) may be far off from the answer. I know this is true for Havok (the physics engine used by many commericial games), but I'm not sure which engine SMB uses.
There was also an article in Game Developer Magazine a few months ago, illustrating how a jump with the same initial velocity but different timesteps was achieved different max heights with different frame rates. There was a supporting anecdote from a game (Tony Hawk?) where a certain jump could be made when running on the NTSC version of the game but not the PAL version (since the framerates are different). Sorry I can't find the issue at the moment, but I can try to dig it up later if you want.
They probably needed to get the game done quickly enough and decided that they would cover sufficient user base with the current implementation.
Now, it's not really that hard to retrofit independence, if you think about it during development, but I suppose they could go down some steep holes.
I think it's unnecessary, and I've seen it before (some early 3d-hw game used the same thing, where the game went faster if you looked at the sky, and slower if you looked at the ground).
It just sucks. Bug the developers about it and hope that they patch it, if they can.

Programming graphics in assembler?

I've developed a running Super Mario Sprite using Visual C++ 6.0 and DirectX. But this isn't very satisfying to me (raping a 3D-Multimedia-framework for displaying a 2D sprite only), so I would like to be able to program an animated sprite using C and assembler only.
So, when looking to old games (Wolfenstein, for example) it looks that most of the game is written in C and everytime it comes to graphics output there is the use of assembler.
Unfortunatly when trying to use this old assembler code there is always the error message "NTVDM.exe has found an invalid instruction" so this things don't seem to work nowadays.
Is there any tutorial on graphics programming in assembler that is still usefull?
(I don't want to use any bloated frameworks or libraries, I just want to develop everything on my own. WinAPI would be OK for creating a full screen window and for catching user input, but not for graphics because I read GDI is too slow for fast graphics.)
I'm using WindowsXP and MASM or A86.
I totally agree with samcl
The main reason for not using assembler anymore is that you cannot access the Videomemory anymore. Back in the early days (you mentioned Castle Wolfenstein) there was a special video mode called 0x13h where your graphic was just a block of memory(each pixel was a palette color ranging from 0-255<--1 Byte) You were able to access this memory through this specific video mode, however, today things are much more complicated
Today you have very fast Videomemory and using your CPU for accessing it will just tear down all performance, as you CPU is connected through PCI-Express/AGP/PCI/VESA-LOCALBUS/ISA (<- remembering anyone!?)
Graphicsprogramming is often a lot of read and write accesses(read pixel, check if it is transparent, multiply with alpha, write pixel, etc.)
The modern memory Interfaces are much slower than direct access inside the graphic card. That's why you really should use shaders, as Robert Gould suggests. In this way you can write faster and easier to understand code and it will not stall your GFX-Memory.
IF you are more interested in GFX Programming, you can wet your appetite with shadertoy, a community dedicated to shaderbased effects complete with WebGLbased Shadercode execution.
Also your beginner assembler code will be pretty lame. in quality as in performance. Trust me. It needs a lot of time for optimizing such primitive code. So your compiled C/C++ Code will outperform your handwritten asm easily.
If you are interested in Assembler, try to code something like diskaccess. This is where you can gain a lot of performance.
It sounds like you only use Assembler because you seem to think that this is necessary. This isn't the case. If you don't have any other reason for it (i.e. wanting to learn it), don't use Assembler here, unless you know exactly what you're doing.
For your average graphics engine, Assembler programming is completely unnecessary. Especially when it comes to a Super Mario style 2D sprite engine. Even “slow” scripting languages like Python are fast enough for such things nowadays.
Adding to that, if you don't know very precisely what you're doing, Assembler will not be faster than C (in fact, chances are it will be slower because you'll re-implement existing C functions less efficiently).
I'm guessing if you are already using C with DirectX, speed is not the issue, and that this is more of a learning exercise. For 2D under Windows, C and DirectX is going to be very fast indeed, and as Konrad Rudolph points out, hand cranked assembler is unlikely to be faster than a highly optimized SDK.
From a purely educational standpoint, it is an intersting activity, but quite complex. Back in the early days of home computers and the first PCS, the graphics screen appeared pretty much as a block of memory, where bytes corresponded to one or more coloured pixels. By changing the value of the screen memory you could plot points, and hence lines, and on to sprites etc... On modern PCs this tends not to be an option, in that you program a graphics card, usually via an SDK, to do the same job. The card then does the hard work, and you are provided with a much higher level of abstraction. If you really wanted to get a feel for what it was like back in the day, I would recommend an emulator. For a modern game, stick with your SDKs.
It is possible to program your own 2D engine in a recent version of Directx, if you wish to investigate this avenue. You can create a "screen space" aligned polygon, with no perspective correction, of which is texture mapped. You can then plot your sprites on a pixel-by-pixel basis onto this texture map.
As for mode 13h (Peter Parker), it brings back some memories!
__asm
{
mov ax,0x13
int 10h // 16-bit code only, not Windows
}
But of course this will fault in a 32-bit or 64-bit Windows program; 16-bit BIOS calls are not supported by the Windows kernel (which installs its own interrupt table as part of booting and switching the CPU to 64-bit mode.)
I would tend to avoid assembler with a barge pole, it can be particulary difficult to debug, and maintain; however if you wish to explore this subject in more detail, I can recommend Michal Abrash's Graphics Programming Black Book. It's a bit old, but a good read and will give you some insight into graphics programming techniques before 3D hardware.
Assembler for graphics was because, back then, most people lacked graphics card with 3d support, so it had to be done on the CPU, not anymore. Nowadays it's about shader programming. Shader languages allow you to cuddle up with the bare metal. So if anything you should try to code your 2d graphics to be shadered base, that way the experience will have value as a career skill.
Try CUDA for a starter.
My recommendation is to experiment. Take your sprite code and write in a number of forms, starting with C/GDI and C++/DirectDraw. Don't worry about assembler yet.
DirectX is your best bet for fast action graphics. Learn it, then figure out how to micro-optimize with assembler. In general, assembler isn't going to make your API calls faster. It is going to open up flexibility for faster computation for things like 3D rotation, texture mapping, shading, etc.
Start with DirectDraw. Here's a FAQ. Technically, DirectDraw is deprecated after DirectX 7, but you can still use it and learn from it. It'll allow you direct framebuffer modification, which is what you're probably looking for.
There's some helpful tutorials and forums at TripleBuffer Software.
Also consider upgrading your compiler to Visual C++ 2008 Express. VC++ 6 has a buggy compiler that can be problematic with trying to compile certain C++ libraries.

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