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<channel>
	<title>Path Constraint</title>
	<atom:link href="http://digiduo.com/pathconstraint_wp/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://digiduo.com/pathconstraint_wp</link>
	<description>The life journey of a humble game developer.</description>
	<lastBuildDate>Thu, 25 Mar 2010 08:00:30 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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		<item>
		<title>Photosynth</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=233</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=233#comments</comments>
		<pubDate>Thu, 25 Mar 2010 07:59:30 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=233</guid>
		<description><![CDATA[  Incredibly easy to build it with Microsoft ICE and Photosynth]]></description>
			<content:encoded><![CDATA[<p id="top" /> <iframe frameborder="0" src="http://photosynth.net/embed.aspx?cid=ef998f98-fd40-4624-bf57-ac45fce1287b&#038;delayLoad=true&#038;slideShowPlaying=false" width="500" height="300"></iframe></p>
<p>Incredibly easy to build it with Microsoft ICE and Photosynth</p>
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		</item>
		<item>
		<title>Weekend Advances</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=230</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=230#comments</comments>
		<pubDate>Sun, 21 Feb 2010 20:26:51 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=230</guid>
		<description><![CDATA[Advances on XNA Project]]></description>
			<content:encoded><![CDATA[<p id="top" />I have advanced quite a bit today, as I said I needed to re-factor my physics class, which I did very successfully.</p>
<p>I did learn something pretty cool today. How to properly create constructors for Child Classes.</p>
<p>something along the lines of</p>
<pre class="brush: csharp;">
public class Parent
{
	public 	Parent(int age)
	{
	// do things with the stuff
	}

}

public class Child : Parent
{
	public Child(string name, age)
		: base(age)
	{
	// do things with the stuff
	}

}
</pre>
<p>Overloading Constructors is also cool.</p>
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		<item>
		<title>Unsafe!</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=214</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=214#comments</comments>
		<pubDate>Sat, 20 Feb 2010 15:49:08 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=214</guid>
		<description><![CDATA[I was trying to create a constructor with an undefined number of parameters, because my PhysicsDynamicClass parameter list was looking like it was becoming unwieldy. Well, turns out you can do something like this with C# using the params keyword. Excellent I thought and off I went to write the constructor. I started by converting my [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />I was trying to create a constructor with an undefined number of parameters, because my PhysicsDynamicClass parameter list was looking like it was becoming unwieldy.</p>
<p>Well, turns out you can do something like this with C# using the <span style="color: #0000ff;">params </span>keyword. Excellent I thought and off I went to write the constructor.</p>
<p>I started by converting my PhysicsSimpleConstructor with just two parameters. And this is how it looked like</p>
<pre class="brush: csharp;">
public CPhysicsSimple(params object[] list)
{
	Position = (Vector2)list[0];
	Rotation = (float)list[1];
}
</pre>
<p>So I build it, compiled it, and I was hoping that it would be awesome. But I ran into a stupid problem, the way I pass the paramenter when using the constructor.</p>
<pre class="brush: csharp;">
CPhysicsDynamic physicsComponent = new CPhyisicsDynamic(new Vector2(10,10), 0);
</pre>
<p>looks fine right? but at runtime C# reads reads the second parameter I passed to the constructor as an integer, and when I do the Casting from object{int} to float (see line three of the first code snippet), C# just can&#8217;t do it. WTF?</p>
<p>Which means I need to remember to do this:</p>
<pre class="brush: csharp;">
CPhysicsDynamic physicsComponent = new CPhyisicsDynamic(new Vector2(10,10), 0f);
</pre>
<p>And then everything works fine. See the difference? No? Look Harder! Yes that little &#8220;f&#8221; there After all my parameters and all of the sudden my code became unsafe.</p>
<p>Back to the drawing board.</p>
<p>[UPDATE]</p>
<p>I found a solution for the casting problem. I can use:</p>
<pre class="brush: csharp;">
Convert.ToSingle(list[1]);
</pre>
<p>and that will work. That does not make the Constructor less dangerous though.</p>
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		<title>Free Open Source Pipeline</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=199</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=199#comments</comments>
		<pubDate>Sun, 14 Feb 2010 14:03:02 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=199</guid>
		<description><![CDATA[I&#8217;m trying to create a free open source Pipeline just so I can advice new starters to get up and running to a nearly professional standard with no money. Inkscape seems to have been successful in the Vector Graphic Area. This is a doodle I made in very little time. Don&#8217;t mind the actual quality [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />I&#8217;m trying to create a free open source Pipeline just so I can advice new starters to get up and running to a nearly professional standard with no money.</p>
<p>Inkscape seems to have been successful in the Vector Graphic Area.</p>
<p>This is a doodle I made in very little time. Don&#8217;t mind the actual quality of the drawing skills, I just wanted to knock something up very quickly to test the drawing. It works.</p>
<div id="attachment_200" class="wp-caption alignnone" style="width: 310px"><a href="http://digiduo.com/pathconstraint_wp/wp-content/uploads/2010/02/wall-E-vs-Zax.jpg"><img class="size-medium wp-image-200" title="wall-E vs Zax" src="http://digiduo.com/pathconstraint_wp/wp-content/uploads/2010/02/wall-E-vs-Zax-300x214.jpg" alt="Wall-E vs Zax" width="300" height="214" /></a><p class="wp-caption-text">Wall-E vs Zax</p></div>
<p>For imaging I compromised with Photoshop Elements which is already immensely better than anything else I tested. Paint.Net, Gimp, Picasa. Photoshop LE comes free with some cameras, and it&#8217;s £77 on the Adobe Store. You can pick it up on Ebay for half of that. Worth every penny methinks.</p>
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		<title>Story Telling vs Game Playing</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=182</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=182#comments</comments>
		<pubDate>Sat, 06 Feb 2010 11:09:36 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Interactive Narratives]]></category>
		<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Interactive Narrative]]></category>
		<category><![CDATA[Storytelling]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=182</guid>
		<description><![CDATA[Games developers, especially designers, writers and scripters that are in constant contact with the story, witness a daily clash between Storytelling and Gameplay. Can we ever get these two to marry each other creating a über being that will define the Narrative Language of games once and for all?]]></description>
			<content:encoded><![CDATA[<p id="top" />I just read an article by David Braben on the Develop Magazine. Kudos to the Magazine to get an industry&#8217;s veteran on board. I&#8217;m sure Braben has a lot to teach us all.</p>
<p>His first article is called <a title="What's the Story? - by David Braben" href="http://www.develop-online.net/blog/69/Whats-the-story" target="_blank">&#8221; What&#8217;s the Story?</a>&#8221; which is a reference to pitch sessions when you present to your publisher what your game is going to be. In the article he approaches the current state of storytelling in games. I agree with most of what Braben said. But mainly the finishing sentence of the article. &#8220;Let&#8217;s do our best to avoid having &#8216;story&#8217; games or &#8216;gameplay&#8217; games almost as different genres&#8221; .</p>
<p>Let me start by adding here a bit of evidence.</p>
<div id="attachment_184" class="wp-caption aligncenter" style="width: 310px"><a href="http://digiduo.com/pathconstraint_wp/wp-content/uploads/2010/02/StoryTelling-vs-Game-Playing.jpg"><img class="size-medium wp-image-184" title="Story Telling vs Game Playing" src="http://digiduo.com/pathconstraint_wp/wp-content/uploads/2010/02/StoryTelling-vs-Game-Playing-300x276.jpg" alt="Story Telling vs Game Playing" width="300" height="276" /></a><p class="wp-caption-text">Story Telling vs Game Playing</p></div>
<p>This picture was taken from one of the white walls in the meeting rooms of the Fable development floor, and pretty much sums up my feelings of what the current state of interactive narratives is in; A constant battle between Gameplay and Interactivity. Even in games like the Fable* series that rely heavily on story, as RPGs usually do, there is still this uncertainty about how to sew gameplay and storytelling together. Thus we end up with a patch work of voice overs, in-game &#8220;interactive&#8221; cutscenes, in-game &#8220;non-interactive cutscenes&#8221;  and FMVs. It&#8217;s an everyday effort to fit all of this together as seamlessly as possible.</p>
<p>Half-life, and specially Half-Life 2, made the whole &#8220;interactive cutscene&#8221; work very well, though they did have the first person paradigm on their side, which immediately places the player in the &#8220;head&#8221; of the main character, in this case Gordon Freeman who is undeniably a blank slate. It was a brilliant first stab at a truly interactive narrative albeit linear. But the industry as a whole has evolved very little since then. Fable II tried the &#8220;Gordon Freeman&#8221; approach with it&#8217;s hero, with an added layer of flexibility so the player could &#8220;paint&#8221; the character the way they wanted, and it certainly added a layer of fun to the process, but the third person does not enjoy of the same immediate identification that first person does, creating a bigger challenge when it comes to trying to create drama; specially because the player has the control of not only the camera, but the protagonist as well.</p>
<p>On Fable II we tried very hard to steer away of non-interactive cutscenes, but there were points where we simply had to trap the player and take his control to be able to convey some important information or a more dramatic piece of the story. We did our best to justify all those moments, but we are still left with an overall feeling that we are trying to trick the player into believing on the interactivity. There is an excellent virtual shackles comic that illustrates somewhat I am talking about, If you haven&#8217;t played Fable II and are planning to, you might want to avoid clicking the link below, as it contains a key moment of Fable II&#8217;s story: <a title="The Power of Cutscene" href="http://www.virtualshackles.com/47/" target="_blank">The Power of Cutscenes</a></p>
<p>The main problem I witness every day is the fact that story design and gameplay design are two processes that are incredibly disconnected, yet intrinsically interdependent. The fact that the game playing and interaction paradigms are not taken into account when the story and dialogue are written leaves us with sometimes unwieldy large sessions of story exposition, where the player has just to sit there and watch. On Fable II the decision to eliminate cutscenes and allow the player to still have control of the character and camera at virtually all times backfired a bit, because although the player had the control, there was little or nothing to do other than sit and listen, which added an extra level of frustration, and a lot of negative reaction even from people from the team, who understandably begged for the return of normal cutscenes. It&#8217;s like we waved the key to the ultimate release from cutscenes in front of the player, but never actually handed them.</p>
<p>Personally, the most successful interactive cutscene on Fable II, wasn&#8217;t even classed as an important interactive cutscene  and it wasn&#8217;t even done by the interactive cutscene team. The scene I&#8217;m referring to, <strong>*SPOILER ALERT*,</strong> happens after the hero is shot down by Lucien and wakes up as a child. The whole section after waking up, and leaving that dream world, plays as a very well executed interactive cutscene, you can barely distinguish gameplay moments from the story. Your sister Rose is always with you, talking with you, hinting at what to do, and once you decide to leave the dream and she screams at you not to, that, to me,  was the single most impactful dramatic sequence of Fable II. Everything connected seamlessly, there was no sitting and waiting for anything to happen in front of you, and all the narrative just happened in consequence of your actions. Genius, and yet, inexpensive.</p>
<p>If we want gameplay and story to go hand in hand, we need to start thinking about them not as separate pieces, but as one single entity. Much the way we accidentally did with that session of Fable II.</p>
<p><span style="font-size: xx-small;">*Before anyone asks, I will refrain from talking about anything related to the development of Fable III, as the game isn&#8217;t out yet, but I can shed some light with some of the process we had on Fable II.</span></p>
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		</item>
		<item>
		<title>WordPress Now!</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=1</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=1#comments</comments>
		<pubDate>Thu, 04 Feb 2010 11:30:32 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Old Path Constraint]]></category>
		<category><![CDATA[Maintenance]]></category>
		<category><![CDATA[WordPress]]></category>

		<guid isPermaLink="false">http:/?p=1</guid>
		<description><![CDATA[Path Constraint moves to WordPress]]></description>
			<content:encoded><![CDATA[<p id="top" />Right. This is a transitional period, so everything is blue as you see.</p>
<p>Blogger gave me a long run, but it&#8217;s now time to part with it since it won&#8217;t support FTP publishing anymore. So I have decided to move into a fully installed tool in my website. The tool of choice was now WordPress because it was free, and compatible with my hosting plan.</p>
<p>Hopefully it has enough customization possibilities so I can give it the look I want. Well Path Constraint has a long overdue makeover anyway.</p>
<p>Here&#8217;s to new and exciting times.</p>
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		<title>Forza!!!</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=57</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=57#comments</comments>
		<pubDate>Fri, 06 Nov 2009 17:19:00 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Old Path Constraint]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=57</guid>
		<description><![CDATA[Well it’s 17:13 on a Friday, I am waiting for the new version of the Editor to load, compiling the game and building assets at the same time so I can start Monday with a fresh build! So here is something I did this yesterday morning, It took me about an hour on the Forza [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />Well it’s 17:13 on a Friday, I am waiting for the new version of the Editor to load, compiling the game and building assets at the same time so I can start Monday with a fresh build!</p>
<p>So here is something I did this yesterday morning, It took me about an hour on the Forza Vinyl Group Editor, and 112 Shapes.</p>
<p>Now I have a more complete version up on the Store Front, just look for Lionhead.</p>
<p><a href="http://lh4.ggpht.com/_-vwm4coLBrY/SvRakFm3TZI/AAAAAAAAAG0/1oVrL57B1FA/s1600-h/Lionhead%5B10%5D.jpg"><img style="display: inline; border: 0px;" title="Lionhead" src="http://lh5.ggpht.com/_-vwm4coLBrY/SvRakg6G-UI/AAAAAAAAAG4/ZBPgcFqwptg/Lionhead_thumb%5B8%5D.jpg?imgmax=800" border="0" alt="Lionhead" width="400" height="225" /></a></p>
<p><a href="http://lh4.ggpht.com/_-vwm4coLBrY/SvRakxmogaI/AAAAAAAAAG8/UzLgm3qZv1I/s1600-h/Lionhead2%5B4%5D.jpg"><img style="display: inline; border: 0px;" title="Lionhead2" src="http://lh3.ggpht.com/_-vwm4coLBrY/SvRalRk9uOI/AAAAAAAAAHA/QC9fK31E7Oo/Lionhead2_thumb%5B2%5D.jpg?imgmax=800" border="0" alt="Lionhead2" width="400" height="225" /></a></p>
<p><a href="http://lh3.ggpht.com/_-vwm4coLBrY/SvRal6v3oWI/AAAAAAAAAHE/eMO2P6eYN80/s1600-h/Lionhead3%5B5%5D.jpg"><img style="display: inline; border: 0px;" title="Lionhead3" src="http://lh4.ggpht.com/_-vwm4coLBrY/SvRamIwfgHI/AAAAAAAAAHI/bkHypAog3BE/Lionhead3_thumb%5B3%5D.jpg?imgmax=800" border="0" alt="Lionhead3" width="400" height="225" /></a></p>
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		<item>
		<title>A long needed post about Lua</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=56</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=56#comments</comments>
		<pubDate>Sat, 05 Sep 2009 09:25:00 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Old Path Constraint]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=56</guid>
		<description><![CDATA[Lua is a scripting language created in Brazil, more specifically in the (Pontifícia Universidaded Católica do Rio, PUC-RIO). Quoting their own website: “Lua is a powerful, fast, lightweight, embeddable scripting language.” Which is pretty accurate in my opinion, and probably in the opinion of everyone that works with it in a daily basis. More importantly [...]]]></description>
			<content:encoded><![CDATA[<p id="top" /><a href="http://www.lua.org" target="_blank"><img style="display: inline; border: 0px;" title="lua_logo" src="http://lh6.ggpht.com/_-vwm4coLBrY/SqIugXFW-tI/AAAAAAAAAGY/8pDX--Zupmg/lua_logo%5B8%5D.png?imgmax=800" border="0" alt="lua_logo" width="200" height="196" /></a></p>
<p>Lua is a scripting language created in Brazil, more specifically in the (Pontifícia Universidaded Católica do Rio, PUC-RIO).</p>
<p>Quoting their own website: “Lua is a powerful, fast, lightweight, embeddable scripting language.” Which is pretty accurate in my opinion, and probably in the opinion of everyone that works with it in a daily basis.</p>
<p>More importantly though, is that Lua is widely used as a scripting language in games. A lot of major companies use it, and a lot of well known games have published games using LUA. I worked in Fable 2 which is one of them, and I carry on working with it in Fable 3.</p>
<p>Two very important features of Lua in my opinion are the flexible variables, a Lua variable can take anything, integers, floats, strings, tables, enums, and their type can change on the fly so</p>
<blockquote><p><span style="font-size: x-small;"><span style="font-family: cou;"><strong><span style="color: #00ffff;">if</span></strong> <span style="color: #ffffff;">a == 1</span><span style="color: #00ffff;"> <strong>then<br />
</strong></span></span></span><span style="font-size: x-small;"><span style="font-family: cou;"><span style="color: #ffffff;">a = </span><span style="color: #ff80ff;">”I changed the variable to contain this string”</span><br />
<span style="color: #00ffff;"><strong>end</strong></span></span></span></p></blockquote>
<p>is perfectly valid.</p>
<p>The other one, and probably the most important feature of Lua are tables. Tables are a way of storing data, much like an Array, but a lot more powerful.</p>
<p>Tables are a sequence of Lua variables, so each entry of the table can contain a different type, and even other tables. And this is just amazing. After you used Lua tables you start wondering why the hell no other language has a feature like this.</p>
<p>I use C# for my XNA personal projects, and I was thinking about implementing a Lua style tables into it just because I miss it so much when I’m using C#.</p>
<p>Of course, these are just a couple of cool things about Lua, there are a ton more.</p>
<p>You can Download Lua <a href="http://www.lua.org/download.html" target="_blank">here</a>.</p>
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		<title>New Project and doh!</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=55</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=55#comments</comments>
		<pubDate>Tue, 21 Jul 2009 13:13:00 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Old Path Constraint]]></category>

		<guid isPermaLink="false">http://digiduo.com/pathconstraint_wp/?p=55</guid>
		<description><![CDATA[I should be ashamed of myself. I have gone and shelved my last project, yes the space one I was so excited about. But I did it in favour of a much simpler and feasible one and I intend going back to it at a later date. So my new project is 2D, and is [...]]]></description>
			<content:encoded><![CDATA[<p id="top" />I should be ashamed of myself. I have gone and shelved my last project, yes the space one I was so excited about. But I did it in favour of a much simpler and feasible one and I intend going back to it at a later date.</p>
<p>So my new project is 2D, and is coming along nicely. The last thing I did was plugging in the <a href="http://www.codeplex.com/FarseerPhysics">Farseer Physics Engine</a> to it.</p>
<p>I was thinking about writing my own physics library but then I&#8217;d be left with a complexity that I&#8217;m not really too concerned about. I took a look at the Farseer Demoes and it looks like it does pretty much I need it to do, and it has nice debug viewing library that it come in handing when trying to figure out what is going one.</p>
<p>I plugged in the Body and Geom in my entities, and a PhysicsSimulator, and shazam, they <span style="font-weight:bold;">JustWorked™</span>. But something was wrong, my two entities were not coliding.</p>
<p>After some debugging and deep thought at 8:30 in the morning, I scream DOH! (I have created a new PhysicsSimulator for each entity so they were totally unaware of each other), that&#8217;s when <a href="http://ana.digiduo.com">my wife</a> kicked me off the room saying: &#8220;I&#8217;m trying to write here!&#8221;</p>
<p>She is working on her PhD thesis.</p>
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		<title>Watch our announcements LIVE</title>
		<link>http://digiduo.com/pathconstraint_wp/?p=54</link>
		<comments>http://digiduo.com/pathconstraint_wp/?p=54#comments</comments>
		<pubDate>Mon, 01 Jun 2009 15:35:00 +0000</pubDate>
		<dc:creator>Hulshof</dc:creator>
				<category><![CDATA[Old Path Constraint]]></category>

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