What have we been doing?

Posted by Daniel on June 22nd, 2009 | No Comments »

For the most part, we haven’t had much to show or talk about since the last post. We’ve been hard at work writing code since our change of plans with TidalEngine, which I’ll explain below. That said, there’s been plenty of interesting stuff going on recently, so here’s a roundup of what we’ve been up to since.

TidalEngine
TidalEngine is being developed alongside Project Utopia. We decided to transform it into a generic game engine that can be reused for other projects. It was a tough move, and has reduced development speed drastically. But hopefully the hard work will pay off.

We designed it to be extensible, using a modular and add-on architecture. It is multi-tiered depending on what you need. At the bottom level is the utilities – math, events, templates etc. which can be used for pretty much any application. Next is the core engine which abstracts graphics input, GUI, physics etc. Standalone it can be used to create a wide range of offline games. It uses a plugin system, allowing dependencies to be hot-swapped. For example, we have an OpenAL and FMOD plugin – either can be loaded at runtime. At the highest level is networking. This is where all the online operations will be handled.

Mobile Gaming
For a long time we have been carefully planning our pursuit of mobile development. Recently we started to put these plans into practice. We bought a brand new 24″ iMac especially for iPhone development. It will be a steep learning curve, as we’re PC junkies, but this is where most of our attention will be focused for the next few months. We plan on developing multiple titles, each increasingly challenging and complex. That’s about all we can say for now; we also put up a new page.

Websites
We have a number of clients in discussions for possible websites, and a couple more which we’re beavering away at. I’m pleased with the positive response we’ve received until now, so fingers crossed! We’re actively trying to expand our portfolio, so if you have a project in mind let us know!

TidalWare.com
Since my last blog post, I also took the opportunity to redesign our own website. It looked fine already, but until I’m 110% happy, I’m not happy. So back to the drawing board it was, and I came up with something even more minimalistic, and a better menu system to squeeze in our increasing number of pages.

Shortly after, I submitted it to CSS Design Yorkshire, and what do you know, it got featured! :D (There’s quite a few, so just search for ‘tidalware’ or ‘June 08, 2009’)

Conclusion
As you can tell, we’re always busy! If you want day-to-day updates of what we’re up to, be sure to follow us on Twitter. In the meantime I will try my best to blog more often. We removed the news page, so now every TidalWare news tidbit will be posted here.

Development Diary – Screenshot Fever

Posted by Daniel on April 21st, 2009 | No Comments »

I think it’s time we started filling this blog with interesting stuff like development updates, screenshots, ideas, and anything related to the projects we have under the hood. Namely TidalEngine and Project Utopia for the moment.

What better way to start than to post some screenshots? :) It’s screenshot-fever over here at TidalWare. We can’t stop taking them. Still, not much has changed on the graphics front since we implemented 3D ocean technology. But it’s always nice to tweak things and show the engine from a different perspective.

projectutopia_blog_s2 projectutopia_blog_s1

The avatar you see here is Mr. Roboto. He’s our crash test dummy for now. Since we have no real artists working on the project, it has to make do! It’s not easy for us programmers to make things look visually attractive, we are simply displaying the sheer power of our engine! Just imagine how things will look with real 3D art!

You may be wondering “what happened to night time?” – well, for a start it’s not easy to see a screenshot at night time. It’s also a cheat so we don’t reveal that the terrain doesn’t actually have dynamic lighting yet. We’ve put it off for now, since a new system is in the works by the Ogre Team. So right now, despite it being very advanced and capable of supporting an unlimited landscape, in the meantime the ground looks visually poor.

“Show us some video!”, I hear you screaming. We’re working on it! Us ourselves are desperate to pull together a video, but unfortunately there’s a few things we need to sort out first – bugs and the like. Dynamic light-mapping on the terrain is one thing, there’s also a couple of issues with the foliage and 3D ocean that you don’t see in the screenshots. Plus we really want to get our dynamic weather system spic and span. Trust me, it will be worth the wait. There’s 3D environmental sounds, the clouds move across the sky, the foliage waves in the wind, the 3D ocean has dynamic waves and caustics, all of which you don’t see in the screenshots.

There’s also a lot going on in the backend that you don’t see. The sky, the foliage, the water, the terrain, the objects, the avatar – it’s all being streamed live from one of our server applications. It’s just the sad reality that people tend to be more impressed with fancy graphics, so that’s what we tend to showcase. More details on the server architecture in a future post.

That’s it for this development post, hopefully it has cleared a few things up on the graphics front. We’ll try our best to roll out one of these posts on a regular basis, but don’t expect reems of new stuff to talk about. Some of the things we do are kept quiet for obvious reasons; and don’t forget the boring stuff nobody cares about. :)

Develop Commercial Quality Games at Zero Cost

Posted by Daniel on February 27th, 2009 | 1 Comment »

At TidalWare, we have not spent a single penny on production tools. Not because we are cheapskates, but because we have no need to satisfy a corporate ego that leads companies into spending thousands, even hundreds of thousands on commercial tools. It is common for companies to think that quality = money. While this may be true in many cases, the amount of investment ploughed into fancy software could be better spent in other areas of the production process.

Today, the line between commercial and free in terms of software is narrowing drastically. The introduction of open source has lead to many quality projects being produced as a result of community effort. At the end of the day, it’s the consumer that will use the software. To have the consumer develop the very software that they use leads to productive and user-friendly tools. Even you can contribute to its development. Commercial software is developed behind closed doors, and its functionality stems from a company’s own priorities. You have little to no say as to what goes into the software, and you end up waiting for new, single large releases that you can only hope has the features you want.

The use of open source software in the commercial world has grown significantly in recent years as companies realise its benefits. However, even today the number of game development businesses large or small embracing open source technology is minimal. Most continue to reinvent the wheel, developing proprietary tools that often already exist. Today, with all the technology readily available there is no excuse for neglecting areas of your game due to time wasted on unnecessary development.

So, what tools are currently available that allow for free development? Well, below is a list of some of the free and commercial quality tools, software and libraries that we recommend for game development.

Tools

Compilers

We recommend:
Visual Studio Express – Visual Studio is the most widely used compiler for games development. It’s reliable, and has everything you need to compile your application, including unparalleled debugging and streamlined programming. While the commercial version offers more bang and titivation, Visual Studio Express has everything you need to compile and debug your game.
Code::Blocks – Our recommended choice for cross-platform development. It’s solid, has plenty of great features, is customizable, and can integrate with any number of compile types from MingGW to GCC.

3D Modelers

We recommend:
Blender 3D – Blender is fast approaching the standard of commercial tools, and studios are beginning to consider Blender as a serious option for art production.

2D Graphics

We recommend:
GIMP – The best free graphics package. An alternative to Adobe Photoshop.

Animation

CharacterFX
Pacemaker

C++ Libraries

Graphics

We recommend:
Ogre3D – In our eyes, the number one free graphics engine. Many commercial games have been produced with Ogre3D. It has an intuitive interface, workflow and a fantastic community with many child projects which are also open source.

Other:
Irrlicht
Crystal Space – Rendering engine used in Blender 3D.

Physics

We recommend:
ODE – ODE is an open source high performance physics engine for rigid body dynamics. We found it great for simulating vehicles.
Newton – Newton, while not being open source, is robust and has all the features you would ever need for physics in games.
Bullet – Reasonably new physics library with a rapid development speed. Used for physics in Blender 3D.
PhysX – Free for non-commercial use. This is a commercial-quality physics engine that is great if you don’t plan to sell your game. Requires a redistributable package.

Networking

We recommend:
RakNet – High level networking library with many out-of-the-box features for networking in games.
cURL – File transfer library.

Other:
ENet – A very lightweight UDP network library.
OpenTNL – Another high level network library.

Audio

We recommend:
OpenAL – Low level cross-platform audio featuring 3D sound and more.
Ogg Vorbis – A free quality audio filetype.

Input

We recommend:
OIS – A lightweight, cross-platform input library.
SDL – SDL is a heavy cross-platform input library.

GUI

We recommend:
CEGUI – A free graphics library providing a windowing and widgets API for in-game.
wxWidgets – A cross-platform GUI library for developing software. Create editors for your games without MFC.

Other

We recommend:
Boost – Hundreds of portable C++ source libraries.
TinyXML – A small but powerful XML library.

Game Republic Website Launched

Posted by Daniel on February 26th, 2009 | No Comments »

Game Republic is an organisation which develops, funds and promotes the Yorkshire games industry. They have recently launched a brand new website which contains news, blogs, events and more. For those of you involved in the games industry living in the Yorkshire region, or simply have an interest in game development, we recommend you sign up and take advantage of the many opportunities on offer.

Visit: http://www.gamerepublic.org/

Game Industry Growth in the UK

Posted by Daniel on February 4th, 2009 | 1 Comment »

You may have heard the phrase “I’m in the wrong business”. As you’d expect, we’ve been doing some research about our industry and how it’s faring, especially considering these hard economic times.

It may not be surprising to hear that in recent years, the growth of the game software industry has been astonishing. Video games are now the most popular form of entertainment in the world, and it’s growth doesn’t look set to slow any time soon. To shed a light on the extent of this, below are a few interesting facts and figures for the UK.

Facts and figures for the UK

  • Sales of video games between 2003 to 2007 increased 40 per cent.
  • In the same period sales of movie tickets fell by 6%; the number of hours of TV watched dropped by 6%; sales of recorded music slumped 12% and purchases of DVDs remained flat.
  • Sales of videogames in the UK hit an all time high of 82.8m in 2008.
  • Consumers spent £4.04bn on video game hardware and software in 2008 in the UK alone.
  • The Nintendo Wii made up almost a quarter of all software sales, which is more than 20m games sold. An increase of 112% on the previous year.
  • A quarter of British homes now contain a Nintendo Wii; that’s 28 million consoles, and rising.
  • Handheld games for the Nintendo DS sold 19.1m copies.
  • Sales of software for the Playstation 3 console rose by 145%, selling 10.4 million units – more than double the 4.2m games sold in 2007.

Sources:
“Video games are poised to “eclipse” all other forms of entertainment”
“Sales of videogames in the UK hit an all time high”
Video games ‘more popular’ than film and music”

Project Utopia Screenshots & Game Republic Event

Posted by Daniel on December 13th, 2008 | No Comments »

Well, it’s been quite a while since my last post. Let me jump straight into saying that I have added two new teaser screenshots of our new game codenamed ‘Project Utopia’ on the homepage. I simply couldn’t resist. :) I’ve been working on the game only since June, pretty much by myself while concurrently steaming away at Project Velocity. As explained in the description on our website, it’s a huge undertaking. Developing a MMORPG is pretty much the most difficult piece of software engineering. Crazy? Probably. Achievable? Definitely.

We have huge plans for PU (I’m thinking I shouldn’t use that acronym). It has required many dozens of plans and documents to explain its direction. Unfortunately I’m not going to reveal too much at this moment, but maybe a little more than you already know. There’s one thing I’d like to clear up, however. It is NOT a pretty fantasy/medieval turn-based RPG. I could count all the grass blades in my sight and the amount of games in such genre will still outnumber them. Project Utopia will be a futuristic game with nothing more than what is scientifically possible. You won’t be playing humans, either.

That’s enough for now. ;) I’ll reveal more as time progresses. Not to alienate your hopes (NPI), but Project Utopia is still in very early stages. The screenshots may look nice, but graphics are only a tiny fraction of the battle. Also, progress will be extremely slow unless we can find more people. Even then, I’m not working on it full time. What will see the project to its finish is our sheer amount of determination.

On a different note, I’d like to remind everyone about the next Game Republic event. It will be held in Leeds on the 12th of January, the subject being “The future of AI”. Unless my plans get screwed somehow, I will be attending the event. So if you’re into that kind of stuff and live in Yorkshire, I recommend you pop along and check it out. More details to follow.