Archive for the ‘Coding’ Category
confirm() it!
Posted by Karl Gluck | Filed under Coding
assert() is commonly used to check assumptions made by the programmer, and will generate a run-time error when the condition passed as a parameter fails. The confirm() macro works like a better version of assert() with a slightly different release-mode behavior.
Tags: assert, confirm, exception, null, pointer
Admin Console & Running an Internet Server
Posted by Karl Gluck | Filed under Coding
mcmcgoo asked:
Great game. I wanted to ask you if there was any way to create a custom character, level etc in the client admin version with the server running on my computer, or any tips or commands you have for it. Also, is there a way to easily configure this version so I can connect [...]
Tags: admin, characters, commands, database, internet
Resource Pre-processing
Posted by Karl Gluck | Filed under Coding, Patterns
Describing every component of Evidyon’s design is going to take a while, so I’m starting a series where I’ll highlight major patterns that were the most useful during development.
This first post discusses why it’s important to pre-process the resources that go into your project.
Tags: editor, format, media, preprocessing, resources
Distributing Visual Studio Applications
Posted by Karl Gluck | Filed under Coding
One of the early frustrations I ran into with Evidyon was the dreaded “Application configuration incorrect” error that occurred when the game was run on some peoples’ computers.
From what I remember finding in a search for a solution, this is caused when a program built with Visual Studio is distributed on another computer without the [...]
What is Direct Craft?
Posted by Karl Gluck | Filed under Coding
DirectCraft is a library that generates object serialization code and stores it in a way that can be easily saved/loaded and converted. “dcx” is the DirectCraft Extensions library.
A guide to Evidyon coding terminology
Posted by Karl Gluck | Filed under Coding
I came up with terms to describe distinctions between various components in Evidyon (usually layers of content) so that they could be succinctly well-defined. This is a reference to these terms.
Tags: actor profile, animated mesh, attachment point, combat profile, event, image, inhabitant, item, layer, lifeform ai, magic, map, mask, mesh, navigability, region, scenery, skeletal animation, skinned mesh, spawn, SpecialFX, spell, texture, treasure, trigger, VisualFX, zone
What to Install Before you Can Compile Evidyon
Posted by Karl Gluck | Filed under Coding
Before you can compile Evidyon from source, you’ll need the following things:
Microsoft Visual Studio 2008. A free copy of the Express Edition should work, but I haven’t tested it. Do this before any other step.
Microsoft DirectX SDK. You need at least version 9.0c. I used the August 2009 update.
Microsoft Platform SDK. For VS2008 Professional this [...]
Tags: compiling, download, getting started