I am samurai programmer Sawa!
Now that the fresh new PixelJunk Inc. name has been announced, I think it’s time for some new fresh blog posts to go along with it!
I’d like to start posting some delicious programmery details on PixelJunk Inc. for you all to see.
So I suppose there are lots of people who wonder; what is game development like? What sort of people work on games? I’ll give a little bit of an introduction.
I’m a native of Kyoto! The Japan inside Japan! I haven’t visited overseas!
Ok, everyone feeling relaxed?
This week I’ve been working on optimization of some rendering systems.. lets look at this splendid screenshot of Inc.!
Wah! Lots of things here. What is all this?!
This is the PixelJunk profiler. What kind of things are going on here?
Uh-oh. It looks like some ninjas have snuck in here. I’ll have to leave it at that for today.
BgUndergroundDust Draw() call really sticks out! I’d love to find out why!
because that dust calculation written in script. maybe optimize easier!
I’d like to know how you deal with having a curved world in the game logic. I was briefly working on a 2D game with a curved world and wasn’t sure if my solution was the best. Also mapping square textures to trapeziums is more interesting than I thought it would be.
I just figured they use a matrix transform to bend everything as part of the projection. That would make it possible to treat everything like it’s just regular square 2D and the bend would be purely a visual effect. At least I think that’d work!
Right, I was dealing with a circle that could sometimes be completely visible. I’m not sure that solution would work in that case but I can see it working just fine for PixelJunk Inc.
Something like that, yep! We just render the scene to a texture and put it on a grid mesh and then deform the vertices!
Man, I wish I could read programming moonrunes. I can make out words, and I can get a basic idea of what’s going on, but a programmer I am not.