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Plan for Phil Carlisle

by Phil Carlisle · 10/26/2004 (2:21 pm) · 6 comments

Man, Ive got soooo many things going on, so I thought I'd blurt them out in a .plan

So, first up, obviously after IGC I'm catching up again at work. That means getting all my project tutees up and running, making sure my admin is up to date, getting my email setup properly etc. Generally kind of "work" stuff.

Outside of that, Ive got a few pet projects to do. I really havent got time to do them properly yet, so they turned into student projects :)

My other email machine kind of died. Which is a bummer seeing as I need my mails, so I've got to put another video card in that machine sometime soon.

On the upside, Ive written the "indie guide to project disaster" with the help of Dave Myers, just needs some time to collect the screenshots and put it up on the scaryhead site.

I'm also back working on the AI pack. Currently working on the messaging system. This is actually something that is a major part of the games Ive worked on before that Ive felt has been missing from torque for a long time. So I decided to bite the bullet and complete it. I'll possibly create a resource or send the code along to ben once its done.

The idea is that you use a message to notify other objects *simobjects* that something has happened.

A typical example is something like:

player->sendMessage(MSG_EXPLOSION,&m_ExplosionPosition);

and you recieved it in a message handler:

crate->onHandleExplosionMessage(Msg explosionmessage);

I'm going to do my damndest to make it intuitive and easy to create messages and message handlers (believe me Ive been in message creation hell before). Also something I'm keenly aware of are issues involved when debugging, so I'll definitely add message trace functionality (on in debug, define MESSAGE_TRACE to trace messages etc).

Messages are great for one main thing. They reduce dependancies, which can help speed compile times a ton! Theyre also cool because you can notify multiple objects about something happening without having to know WHICH objects.

The message system will have a few key attributes:

Messages will be allocated from a pool, basically static pool so no allocations at runtime (helps consoles).
Messages will only be handled by objects which request to recieve them (opt-in)
Messages will allow re-entrancy (send a message, which sends another, which sends another etc), along with debug message stack tracing etc, to make sure you dont get into a "message storm".
Messages will be server side only (for now).
Messages are able to be sent from script.

But I think the main thing is that this AND the component system will basically make me a very happy bunny :)

On another note, Ive got plenty of business development to do. Contacting all the press I can find and letting them know about Scaryhead and our games.

In general, things are VERY busy of late. But thats a good thing :)

#1
10/26/2004 (5:15 pm)
very cool Phil.

hope you get that system back up and running soon .

Is there any kinda time frame for completation of the AI pack ?
will be integratable into TSE as well as TGE ?

Regards
Kenneth
#2
10/26/2004 (8:43 pm)
Hey Phil,

The messaging system is an excellent idea - having a system that allows objects to subscribe to or listen for events would make object interaction in Torque so much easier. Right now Torque object interaction feels very unnatural, and the code feels very rigid
#3
10/26/2004 (8:44 pm)
A message system for Torque would be a huge bonus. Just dont burn yourself out man!

Waeric
#4
10/26/2004 (9:19 pm)
Anxiously awaiting the "indie guide to project disaster"
#5
10/26/2004 (11:17 pm)
Until Phil gets his messaging system done (which will surely be better than mine), I'll point ppl to that for now here

Good to hear you are getting up running again Phil. Messaging is truly an awesome tool, and it really needs to get into TGE.

But do remember to get your sheep game done. Its a brilliant idea!
#6
10/28/2004 (4:47 am)
Good stuff Phil - I love the name Scaryhead :)

Kenneth, we are working out plans for a final release on the Torque AI Pack next week. Hopefully we can make a decent guess at a delivery date once all the features are nailed down.