Memory usage

Posted in Coding on September 8th, 2007 by MrCranky

There are few things worse as a programmer than to know that you shouldn’t do something, know all the reasons why you shouldn’t, but yet you do it anyway. You tell yourself that it’s more important to get things in quickly, that the code is only preliminary or temporary. You tell yourself that it’s better to get things in so you can see whether or not the whole approach will work, and that taking time on the details now would be premature optimisation.

Of course you know, deep down, that the code that is supposed to be temporary will stay, because it works. Any bad things you put in there will be left with a @todo comment next to them, and shuffled down the priority list. Which might seem like a good thing on the run-up to a deadline, but is so many times more irritating when it comes back to bite you later on.

In this particular case, the standing rule we have at the Company about programming for a fixed memory environment, even on PC, was the one I was ignoring. We were initially developing for PC, and memory handling there can be handed off to the operating system heap management and forgotten about. On every other platform though (especially PSP for which we are now porting things), you don’t have that luxury – every drop of memory has to come from the single small fixed arena, any allocations from outside of that will just fail.

So I had to spend a couple of days, going through all the allocations in the code and plumbing through proper fixed heaps so that it was clear where all the memory was coming from. Two days, and probably that in itself wiped out any gains we made in the original PC development by working fast and loose.

In summary then, no lying to yourself when it comes to weighing up pros and cons of doing something in a way that you know isn’t going to be good enough in the long term. Oh, and work to a fixed memory environment. Even on the PC. It will make your code tighter and faster, give you a clear idea of what your memory footprint is, and help reign in the inevitable problems when your memory usage runs away with you and you have to spend time tracking down who is wasting memory and where.

Virtual memory hides a lot of sins from you as a developer, but it is a crutch which you can all too easily become addicted too. It doesn’t take much to engineer systems to avoid memory fragmentation and waste, but re-engineering them once they are embedded is difficult and problematic.

Re-broadband-ified

Posted in Tales from the grind-stone on September 1st, 2007 by MrCranky

Well, you’d think that being isolated from the many distractions the Internet has to offer would make me more productive, right? Not a chance. Source control access over dial-up is excruciating, and I very much live by the policy of many small commits rather than few big ones. So when Eclipse managed to get my broadband back to me on Tuesday (a whole week ahead of their worst-case installation date), I breathed a big sigh of relief. And downloaded about 3.5GB of stuff in the first 24 hours!

Anyway, I’ve learned my lesson, and the phone line for the new office is being installed in advance of us going in, and I won’t be shifting operations there until we have net access up and stable. Oh, and yes – new office! Admittedly it’s just a room, but it’s proper office space, with room for 3 or 4 of us, central Edinburgh, nice street. Pictures and more details will come closer to the time, but suffice to say I’m quite excited. This will give us the chance to hire additional people (not just those I can trust to work from home), and aside from anything else should satisfy Nintendo’s strict policy for developer status. Add to that the fact that Nintendo development kits are really quite cheap, and we’ll be seriously considering getting one or two to work on our own stuff in addition to any work for hire jobs we take on.

Dial-up = bad

Posted in Tales from the grind-stone on August 25th, 2007 by MrCranky

So the last week has almost entirely been lost for me due to moving, with only Pete holding the fort and continuing working. Most frustratingly of all though, the broadband order was (inevitably) delayed, and so I’m stuck with only dial-up access until the end of the month. It’s maddeningly slow, and all of the normal work operations I take for granted are next to impossible to do with such slow internet speed. Still, it’s only a temporary thing, so I’m sure I can manage.

We’ve just switched to developing on PSP again, and now both have functional PSP dev-kits – time to get some of our own stuff on there, and not just the samples that come with it.

Event Round-up

Posted in Conferences on August 14th, 2007 by MrCranky

Another rewarding experience this year, some interesting talks. A couple of turkeys on the first day, but on average certainly worthwhile. The most obvious emerging theme was, again, convergence of games with television, films, books and the Web. However while I think there is some evidence to back it up, I don’t think it is nearly as important as is being implied here. It feels like there is a need amongst the high level executives in the games industry to be seen to be thinking about something, and that convergence of the different media types is a convenient topic. Not so vague that it can’t be talked about, but not as embarassing as “we’re committed to making games so expensive that they rarely make their cost back”.

It seems like in all of the conferences, there is a lot of back-slapping and self-congratulation, but little self-examination. Yes, there has been massive growth in the last couple of years, and the transition to the new generation of consoles has gone pretty well (as long as you’re not Sony). But it has done well on the back of innovative titles, which push away from the hard-core gamers, and the ridiculously over-specced hardware, and back to what it should be: making fun games, that people like to play.

I’d like to see a conference where we look at the issues that are important to the average game developer, not just the EAs and Ubisofts (and companies who wish they were that size) – about what we can do about the recruitment crisis, about what we can do to make better games, more polished games. I’d like a conference that addresses issues like why we keep re-inventing the wheel every time we make a game, and why we don’t collaborate on technology and sharing of knowledge to benefit the industry as a whole.

Above all, I’d like to see a conference that dwells on the success stories, and how we can learn from those developers/publishers and emulate that success. With that in mind, I’d rate Hilmar Petursson’s talk on EVE as the talk of the show for me, not because I learned a whole lot from it, but because it was good to see a developer that stuck to their guns and made a game they were proud of, and have been proved right by the game-playing public.

Developing for Second-Life

Posted in Conferences on August 14th, 2007 by MrCranky

Several developers who work in Second Life, and more generally in virtual worlds to create content for the virtual world users. Many topics covered, and some interesting videos, but I can’t help but feel that Second Life is a poor example of how this could develop. It seems that there are lots of ways to experiment in Second Life, and lots of experimentation, but woefully short on convincing examples of how to make it work. Certainly apart from advertising and improving brand recognition, the examples given are gimmicky, and lack polish.

One of the interviewees who works for Linden Labs brought up the point that I thought was most relevant was that Linden Labs is forming a bottleneck to the continued development of the possibilities involved – the space and the users are growing at a faster rate than LL can grow to support. So by opening the API and allowing content developers to extend the world in unusual ways there is the possibility of refining the virtual experience, and perhaps polishing it in a useful fashion.

Of course, I’m a little bitter right now, as Second Life are unable to charge either my credit card or my Paypal account, due to some internal uselessness in their systems, and so have disabled my account, so you should take all this with a pinch of salt.

Dare to be Digital – Protoplay

Posted in Conferences on August 14th, 2007 by MrCranky

I nipped across town at this point rather than seeing the next couple of talks, as I wanted to see the end results of the Dare to be Digital competition. As promised on Sunday night, there was an impressive range of games on display, and all showed promise in one form or another. Titles to note were the Cupid game from the guys from Guildford, where you fly around encouraging people to falling in love by causing accidental meetings that might lead to a whirlwind romance; also a fun and polished puzzle title in the vein of Loco Roco, where the player has to guide a pool of water through the level, tilting the world and freezing and boiling the water to change its form; and a stealth-based third person ninja title with an interesting audible/visual mechanic. My vote eventually went to a local (Edinburgh) team though, who made a nice two player physics based game, with some neat gameplay mechanics and a real co-operative feel to the gameplay. It was very nicely polished, and looked visually impressive.

If I was to have any criticism of some of the titles on display it would be the lack of polish, but really that would be unfair of developers new to the work of making games to a fixed time-scale! Certainly the results are very impressive for the 10-week project, and the students involved all seem to have enjoyed the game and coped well with the pressure they were under.

How to get into the games industry, various

Posted in Conferences on August 14th, 2007 by MrCranky

Interesting stuff from what I caught – some frank admissions from the panellists (a couple from Realtime Worlds, and a few independents) that recruitment and training into the industry has been sadly neglected these last few years. Certainly I’d agree – the pool of talented developers is diminishing as people naturally leave (or get pressured out by the bad working conditions that permeate the industry). We need to take some more risks on entry-level people, but that will largely be dependant on the successfulness of the industry – we need more spare money swilling around to be able to afford to train developers. Or perhaps we should just accept that it is a necessary cost (if you take the long term view) and build it into the amounts we charge the publishers/consumers.

Beyond Social Gaming, Jamie McDonald

Posted in Conferences on August 14th, 2007 by MrCranky

I skipped out on this one half way through to check out the “How to get into games” panel, but it was a fairly straightforward message. Singstar’s producer Pauline Bozek did a bit on how they’ve updated it for the PS3 – basically integrating the social aspects which have naturally surrounded the game in the past into the game. For example, right now many people video themselves having Singstar parties and upload them to share – this is now integrated into the game. Secondly, they’ve integrated an iTunes-like music purchasing interface into the game, to allow people to customise their gameplay experience. Up until now, they have been milking Singstar by releasing a variety of track listings – almost like albums. Now they’ve killed that, but replaced it with a practically unlimited money making opportunity by allowing users to buy individual tracks.

I caught a brief glimpse of the PS3 home interface as well – again it looks like Sony are trying to push the integration aspect. They want users to use their virtual interface to be the social community/lobby aspect to all of their multiplayer games. A laudable goal, but I can’t help but think that it will take a while to smooth out the rough edges of the new style of play. XBox-Live took years to mature into the capable interface it has now, I don’t see that being any different for Sony. However, if they do it right, and the poor uptake of the PS3 doesn’t kill it first, I think it’s got real potential. Certainly Sony seem to be in it for the long haul, rather than the short term success.

Games with Character, Ian Livingstone

Posted in Conferences on August 14th, 2007 by MrCranky

Admittedly, by this point in the proceedings, my last coffee had worn off and I was running on fumes and about to nod off. Luckily Ian presenting an easy going and light hearted presentation, dwelling on existing examples of good characterisation. Oh, and a hearty helping of plugs for IO’s new game – Kane and Lynch.

Basically I can sum up the whole talk in a few bullet points:

  • Develop the character first, give them background, identifiability, and depth.
  • Build the character first, and the story second.
  • Decide on visual style, make it fit the game, make it a unique selling point if possible.
  • Decide on audio style – give them a voice, make it an emotive one. Use professional voice actors!
  • Choose the right name. Make it memorable

Games Actually, various

Posted in Conferences on August 14th, 2007 by MrCranky

Certainly not the strongest talk of the day, with weak moderation meaning that little of worth was said. Some interesting market research was shown though, and in summary:

19% of females game, and make up 41% of all gamers in Europe. Similarly in the UK, 24% of females game, making up 43% of gamers. In the 6-15 age range, more than 79% of people play games regularly, dropping to 50% in the 15-19 age range. Beyond that, it tapers off to below 30% and diminishes roughly proportionally to age.

More interestingly, in the last 3 years, although boys still play for longer and spend more on games, girls are catching up somewhat. So although there is still an issue, perhaps we’re addressing it. Certainly Nintendo’s work is reaching more female gamers than I would have expected, and there is a realisation in the industry in general that non-traditional games more popular with women are not only possible but profitable.

Key points from Pauline Jacquey (Ubisoft producer, heading up their accessible games drive) about improving accessibility in games:

  • Shorten gaming sessions (10min)
  • Invest heavily in UI development and polish
  • Allow players to track their progress

In addition, although it’s easier to create ‘shrink and pink’ versions of games, in reality those types of games are rarely big hits, and in the long term it is better to create products with real value (such as The Sims, Brain Training, or Nintendogz).


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