
02-18-2003, 10:27 AM
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Pontificator
Join Date: Aug 2006
Posts: 1,177
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Developing Smartphone Games
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/dnsmtphn/html/smartphonegames.asp
I recently wrote an article for Microsoft Developer Network (MSDN) on the subject of Smartphone development, "Developing Smartphone Games". If you are interested in how to avoid common Smartphone development pitfalls, you should check this out. I turned to Sven Myhre, CEO and developer at Amazing Games, to get some inside knowledge about writing efficient games.
"How do you use your normal vectors? Are they used primarily for light calculations or visibility testing? I use a 2:8 fixed point format for my normal vector components, meaning I have a full -1.99609375 to +1.99609375 range available, with a 0.00390625 resolution. In other words, I have 8 bits of fractional resolution to cover a full 360 degrees with 1.4 degrees resolution. On a tiny screen like 176x220, no one can tell the difference if a point is lit with a (worst case) +/- 0.7 degrees wrong direction to the light. The benefit is that I can store both x, y, and z components in a singe word."
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02-18-2003, 11:19 AM
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Pupil
Join Date: Jul 2003
Posts: 20
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I'd like to point out that all the fancy graphics ain't gonna cover up a crap game. Games such as Defender from the early eighties have survuived through gameplay, not just nice graphcis and ray tracing. Developers need to make sure they get the balance right, and perhaps bias the gameplay instead of the gfx slightly at the design stage.
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02-18-2003, 12:04 PM
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Pontificator
Join Date: Aug 2006
Posts: 1,177
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Quote:
Originally Posted by Cardie
I'd like to point out that all the fancy graphics ain't gonna cover up a crap game. Games such as Defender from the early eighties have survuived through gameplay, not just nice graphcis and ray tracing. Developers need to make sure they get the balance right, and perhaps bias the gameplay instead of the gfx slightly at the design stage.
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You bet! That is 100% true!
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02-18-2003, 01:14 PM
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Ponderer
Join Date: Feb 2002
Posts: 53
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good read
I have been wondering when you were going to post on this. I read it a few days back on msn. Thanks for bringing the technical developer stuff to this site.
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02-18-2003, 01:28 PM
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Philosopher
Join Date: Mar 2004
Posts: 555
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Graphics always come second to gameplay -- and most game developers know that. Some just get caught up with adding every little detail they begin to neglect gameplay -- an easy pitfall to get caught in.
But the screenshots look like mechwarrior....<drool>...want mechwarrior....need mechwarrior...<drool some more>
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02-18-2003, 03:23 PM
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Sage
Join Date: Apr 2007
Posts: 630
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Ahhh, that explains everything!
Quote:
"How do you use your normal vectors? Are they used primarily for light calculations or visibility testing? I use a 2:8 fixed point format for my normal vector components, meaning I have a full -1.99609375 to +1.99609375 range available, with a 0.00390625 resolution. In other words, I have 8 bits of fractional resolution to cover a full 360 degrees with 1.4 degrees resolution. On a tiny screen like 176x220, no one can tell the difference if a point is lit with a (worst case) +/- 0.7 degrees wrong direction to the light. The benefit is that I can store both x, y, and z components in a singe word."
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It all becomes clear now...
No wonder I can't beat these games.
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02-18-2003, 06:08 PM
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Ponderer
Join Date: Jul 2003
Posts: 95
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Fathammer's XForge3D
Before I post the link that I am about to post, I would like to say that I agree that good graphics aren't necessarily going to make a good game. However, a mediocre game may sell well due to very good graphics.
Anyways, I do like Fathammer's XForge3D game engine. Plus it is supported on multiple OS/platforms -
Symbian OS�
Microsoft� Smartphone
Microsoft� Pocket PC
Palm OS� (version 5.x onwards)
Mobile Linux
(No, I do not own stock in the company :wink
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