Archive for the 'Cannonade' Category

Cannonade 0.5.7 is now seeded

April 25th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

The two most note worthy changes in this build are SPEED and WEAPONS! After spending two days on physics performance optimization and a week and a half on graphics performance optimization Cannonade now runs a lot faster on both the iPhone and the iPad! There are still speed gains to be had but the framerate difference is like night and day. Thanks to your voting, in this build we also have the debut of the Gravity Bomb, Fire Bomb and Friction Bomb weapons. They still need to be tweaked and balanced but they are still fun to play with. Give them a shot!

Complete Changelist:

  • Bumped engineCompatibility to 0.5.7. (this means all games previously created by versions <= 0.5.6 will be deleted)
  • Did a lot more investigation into physics performance. Content with how much I have for now.
  • A HUGE graphics performance related commit.
  • Added the Gravity Bomb, Fire Bomb and Friction Bomb weapons.
  • Added powerSlider tuning buttons
  • Added a block override fade timer
  • Added all sorts of neat effects to the gravity, fire and friction bombs.
  • Added a new lava island level to design around the !FOGENABLED and NONBLENDEDLAVA speedups.
  • Initial “connection-less” Game Center implementation. Initial support for key-based communication (added libcrypto.a)
  • Added a label toggle button in game and removed the reticle label fade.
  • Reworked the visual styling of the shootMenu.
  • Abandoned scrolling on weaponScrollView because UIScrollView is too buggy.
  • Added BlockAttachements.
  • Added CANNON_IMPACT and BLOCK_POOF emitter types.
  • Tweaked Gravity Bomb effects.
  • Removed old levels.
  • Fixed a bug where resetCollisionFilters was not being called (killed replay).
  • Extended ASGlassButton to handle corners.
  • Fixed some ASGlassButton issues that were causing uneccessary redraw.
  • Added a biased decal shape as a hack until http://aorensoftware.dyndns.org:8000/TRAC/ticket/145 gets fixed.
  • Refined convex sweep tunnel protection even further.
  • Added convex sweep querying to block movements as well.
  • Added LOCALMODELVIEW so that we don’t stall OpenGL everytime we need to read/update the camera matrix.
  • Added more benchmarking oriented functionality and updated libbullet.a.
  • Tweaked build settings and switched compilers to llvm-gcc4.2.
  • Fixed the editor back into working shape.
  • Fixed cull and texture state for projectiles until they get their real objects.
  • Fixed big in terrain removal code that was smashing memory.
  • Fixed some block label override bugs.
  • Fixed key loading.
  • Fixed projectile state dirtying.
  • Added an in-game fps counter.
  • Added server games auditing to the ADMIN_MENU.
  • Checks first before copying into history now.
  • Misc bug fixes.

Alpha Testing List

Would you like to be one of the awesome alpha testers that help make Cannonade great? Send an email to: [email protected] and I will reply with instructions on how to get onto the Trac server, Testflight list and tester forums.

OpenGL Game Optimization for iOS

April 22nd, 2011
Spencer Nielsen Follow snielsen42 on Twitter

For the past month or two I have been lightly seeding to Cannonade to testers. I have gotten the strong impression that the “fun” of my game was unfortunately getting lost in the low framerate. There is a certain reaction in the human brain that I am trying to evoke by making the blocks explode and collapse in physically realistic ways. However, when the framerate is too low the perception of motion is lost and so is my core game mechanic. I first spent a lot of time optimizing the execution of the Bullet physics engine and found a significant speed increase by tweaking compiler settings. I found that the execution of the physics simulation on iOS devices was very strongly locked to CPU performance. Now the time had come to start attacking the performance of the graphics engine. I was hopeful that I would be able to find even more significant speedups in this area because the graphics engine was custom written by myself and I could also employ device specific optimizations to take advantage of specific strengths or avoid specific weaknesses. Many of the techniques I tried out were nothing that hasn’t already been done before but I thought it would be worthwhile to document my experiences executing them in my specific situation. These are the results of a week and a half of aggressive performance benchmarking, exploration and experimentation. It goes without saying that my results are very data set specific and so they could perform better, worse or the same when applied to a different iOS app.

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And the next game weapon I design is…

April 18th, 2011
Spencer Nielsen Follow snielsen42 on Twitter

the one that gets the most votes below!
[poll id=”3″]
Got a good one that I havn’t thought of yet? Let me know below and I will add it!

UPDATE: Voting is now closed! Looks like it was a 6-way tie! I have decided to deal with this by designing 3 of them, the Gravity Bomb, Fire Bomb and Friction Bomb. Check out their debut in Cannonade 0.5.7!

Introduction to Cannonade

April 2nd, 2011
Spencer Nielsen Follow snielsen42 on Twitter

Even though many of you already know about my current project (I have also written a few blog posts about it) it is time to officially announce it and give it a quick introduction. The first project that I have chosen to work on since going indie again is an iOS game called “Cannonade”. It is a turn-based physics game with an emphasis on multiplayer and creativity. So far I have the core engine up and running. I have chosen to use the Bullet3D engine for physics simulation because of it’s general support and stability, iOS support and iOS performance. The rendering and effects engine, UI, networking engine and everything else I am writing from scratch myself. I am basing enough crucial functionality on iOS specific components (like UIKit and Game Center) that I can say with good confidence that it is going to be an iOS exclusive (although some parts of the engine may make it to other platforms). It is currently in early Alpha and there is a lot of game design and asset creation left to do. Things are still very malleable and everything is still placeholder (please keep that in mind when playing test versions and viewing screenshots 😉 ). I have a comprehensive testing plan, work schedule and timetable which I am hoping will ensure that Cannonade becomes a polished, high quality product by the time it hits the App Store.

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