December 17th, 2014

A few months back we decided to do a proof of concept for Trudy, which included mocking up a few scenes and creating a small tech-demo.

The purpose of the tech-demo was to gauge some of the technical difficulties we'd encounter, settle on a few design issues, and use as potential pitch-material for grants.

Some of the key points we…

Module music was once a staple in video game development but has since been mostly replaced by streamed audio formats like MP3 and OGG.

 The reason is straightforward - streamed audio is production environment agnostic whereas module music requires specific production tools and constraints.

 However, one of the interesting things about creating games for limited profiles like iOS devices is…

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 Its been a while since I've written a post on the simple scripting language.  While steadily working on Trudy's Mechanicals,  I've recorded and released an album with my band Bacchus and integrated the simple scripting language into our internal projects.

So without further ado, I'll be…

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 In this post, I'll be building a two pass Parser for a sub set of the final language.  This subset will be capable of basic variable initialization, and passing values to external and internal methods.  This Parser will be using the Lexer interface from the previous…

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 In this post we'll be looking at Lexical Analysis.  In the previous article in the series, I created an interface for reading and peeking characters from a file, now it is time to turn these characters into meaningful symbols.   First we'll define the symbols in the…

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 The Look-ahead Reader The first stage of any compiler is  simply being able to read characters from a text file.   While not the most glamorous part, what we will do in this post will set the foundation for everything that comes later.   For the sake of…

Part 1 | Part 2 | Part 3 | Part 4 | Part 5 I've always been intrigued by computer architecture.  At Ryerson I took a course in compiler design and made my first simple JVM compiler.  At Capybara Games I wrote simple scripting languages for Pirates of the Carribean: At World's End Mobile and Heroes of Might And Magic:…

In order to provide players with  endless game-play in Trudy's Mechanicals we chose to procedurally generate maps.  However this poses the problem that we can not pre-bake any of the lighting off-line.  In order to get the best graphics as possible in Trudy, we chose to  generate our lighting on the fly and it had to be as fast as…