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Meh
Posted in Banal Existence on Wednesday, May 16th, 2012 at 16:29

Having a website is kind of gay. I never even want to update it.

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BDAPI Version 0.4.0.0 To-Do List #4
Posted in Dev Log on Sunday, April 1st, 2012 at 5:42

bd::generic
* Transition to version 0.4.0.0.
* Make use of trickling down header based coding style.
* Make heavier use of private class member functions.

bd::app
* Modify subsystem classes to be statically declared and called.
* Replace all subsystems with cross-platform compatible third-party library counterparts.

bd::app_timing
* Remove frame rate dependent sleeping duration.
* Implement deltas.

bd::app_opengl
* Mirror all C-based OpenGL functions.

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BDAPI Version 0.3.0.0 To-Do List #3
Posted in Dev Log on Saturday, March 3rd, 2012 at 6:25

bd::audio
* Remove compulsory YM2612 chip objects and initialization time configuration.
* Implement generic audio_sample object for YM2612, raw audio data and prospective audio data types in general.
* Modify YM2612 chip class to instantiate and terminate upon request from audio_sample objects.
* Implement higher level, trickle down scheme based ordering and handling of all audio subsystems and types.

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BDAPI Version 0.3.0.0 To-Do List #2
Posted in Dev Log on Saturday, February 25th, 2012 at 11:01

bd::generic
* Replace all signed integer function result returns with result typedef and reinstate result value macro definitions.
* Implement precise boundary testing, assertions and logging information for verbose debug builds.
* Begin implementation of application threading handling module.
* Modify all void class member functions to return class member object references.

bd::audio
* Remove all higher level references and controllers from lower level audio systems.

bd::audio_ym2612_section
* Duplicate all audio_ym2612_command writing functions for higher level control.

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Subtle Pleasures
Posted in Banal Existence on Sunday, February 19th, 2012 at 22:13

Chain smoking in the nude on the front steps while wearing sunglasses in the dead of night after programming for 48 hours straight is one of life's subtle pleasures.

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No Man’s Land Between Symbolic Abstraction and Untouchable Reality
Posted in Thoughts on Sunday, February 19th, 2012 at 16:28

It may be already apparent to you that I have an obsessive fetish for antiquated computer and video game console aesthetics, charm and their relative candor. I think the labor of love that is the very design and appearance of this website establishes that quite readily. I am not simply highly enthusiastic about the widely general stylistics in question for their nostalgic and sentimental value, but for their frankness in communication, their fluid conveyance of concepts and ideas and the relative ease in which their manifest offspring can be given birth. The perceptible and malleable assets distinguishable yet not exclusive from recondite gameplay abstractions that give life to all video games are avatars of interactive symbolism; their virtual tangibility perpetuates the conductivity of feedback between the user and the interactive system essential to the spontaneous, imaginary expression of a subjective world that does not exist.

A recurring meme in many video games is the material of concrete. As a symbol, concrete can represent a seemingly indestructible obstacle, the essential identifying feature of urban environments, a weaker and lesser counterpart to apparently impervious materials or simply the building blocks of artificial structures. The symbolic nature of video game universe concrete for the most part remains constant, yet the visual and perceptible symbol (specifically, a graphical and textural representation of concrete that the player can see) that represents this super-symbol can range from a minimalistic, flat and grey flood fill that rests upon an effectively nil amount of information all the way to high-definition, photorealistic and multi-layered textures featuring normal, displacement and specular mapping rendered in combination with fractal-deep tessellation that seems so superfluously tactile that you vainly desire to touch and feel its meticulously manufactured roughness. The symbolic nature of concrete may seem to remain static between these differing representations of the material, yet the purity and intensity of this symbol's conceivability is gradually weathered away as its vector slides closer and faster towards the antapex of the uncanny valley.

It is in the very nature of symbolism to convey an association distinguishable and exclusive from what can be explained in explicit, matter-of-fact detail. Symbolic abstractions are communicatively pure and imaginatively perfect; conversely, the factual and incontrovertible representation of a dare I say objective entity brings to bare its inevitably glaring imperfections that do not contribute an essential aspect of a perfect symbol, and in some regards erodes away at its representative symbol's very symbolism entirely. A perfectly represented symbol immediately conveys its characteristic meaning and traits upon its encounter, and this representative representation must be carefully balanced on a knife's edge between unrecognizable, comparison-lacking abstraction and the mechanically assembled guts of an unconscious universe lest it become entrenched in a mire of meaningless matter or fall into a sea of evaporating thoughts.

Is all of this actually a clandestinely contrived rant against the futility of the pursuit for realism in the world of game development? Not really, I'm actually justifying my insistence on the easy way out of providing an adequate quantity of game assets and content.

You could record the impact of a dropped football helmet on an horizon-spanning plain of vinyl flooring within a carefully coordinated and positioned, feng shui aware 22.2 surround sound format microphone ensemble, yet the end results will never convey the sublimely simple tactile sensation of Commander Keen hitting his noggin on the ceiling.

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BDAPI Version 0.3.0.0 To-Do List #1
Posted in Dev Log on Saturday, February 18th, 2012 at 9:51

bd::audio_ym2612_chip
* Investigate possibility of multiple simultaneous instances of YM2612 chip processes.
* Perform performance metering of YM2612 chip instantiation and function calls.
* Implement handling of multiple, overriding requests to YM2612 chip function calls and playback thread priority distinction.

bd::util_gui
* Provide support for automatic GUI element sizing and positioning according to GUI wrapper object parameters.
* Implement identification of GUI element callbacks by internally specified element names.

1 comment


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