Where is Hack24?

So Hack24 is becoming a bit more delayed than hoped, however, this is for good reasons (Well I think so).

I have been introduced to cryptocurrencies, via my friend sending me a link to https://turtlecoin.lol/ and telling me to mine the sh*t out of it!

Knowing a little (and I mean a little) about BitCoin (and its huge growth in value), I thought it was a great opportunity to find out more about this technology without investing any money.

Since I started mining it about 2 weeks ago, I have watched several documentaries with my wife about digital currencies plus the actual TRTL coin has gone up 100x in value!

If nothing else it’s been a fun learning experience and I feel a bit more comfortable around the subject.  I am not working on a very short-term project in this space 🙂

Hack24 will resume very shortly 🙂

It’s all go on Hack24

So, work is continuing on Hack24. Tonight I worked on making the actual buildings in the game. The colors are a bit naff but that won’t take much to sort out.

It was quite interesting to see the old Hack24 iOS codebase which was really nicely structured until you got to the building code (the code that generated the buildings in the game). Randomly the Y and Z axis had been switched over? No idea why!

There is still quite a lot to do but I am confident that Hack24 will be coming to the AppStore very soon!  After that, the website needs an update!  Finally, I hope to populate the Robots section on this site!

Week 7 and its server time!

So my mission was to release a basic version of Hack24 before Christmas, this is now seeming unlikely!  I do have a 24 hour GameJam coming up which I plan to abuse and work on Hack24.  I may just release the game on a single platform first (probably Android).  The main delay has actually been the Christmas spirit and wanting to do Christmas things 🙂

So, back on to the progress. I have started building the user registration server in NodeJS. The original Hack24 used ASP.net which worked well but felt a bit of an overkill.  As I want to rapidly prototype the game, NodeJS seemed a good way to go.  Mongo is being used as the datastore and Socket.IO will handle real-time movement tracking.

For the MVP I need the following:

  • User can Register
  • User can Login
  • User can post high scores
  • User can see high scores
  • Users in-game location is stored
  • Game world stored

Nice to have:

  • Reset password
  • User items
  • User Level
  • Admin  panel
  • User chat

In the original I used Apples GameCenter to do a lot of this, however as this is now multiplatform, I cant do this.  I also don’t really want to mix up Google Play users with GameCenter users and Steam users, it could all get a bit confusing.

Once this is done, I can then focus on finishing the game mechanics

We have Music, Sound, UI but no Dependency Injection

So another night coding Hack24 fueled by sugar and Redbull (well cheapo versions). I wanted to try and get Dagger2 working on my project so I could do Dependency Injection which is something I am interested in learning.   I timed boxed it to 1 hour and failed 🙁 This was due mainly to not understanding how it works with Kotlin. This project has a lot of moving parts to make my life more difficult, if it was a straight forward Android project, life would be fairly simple, however, it uses the LibGDX game engine which is cross-platform and normally in Java, and I am writing it in Kotlin. There seems to be not a single example anywhere of doing these 2 things together. My issue at the moment is with Gradle and the mass of gradle.build files that LibGDX has.

On the positive side, I did add a sound manager that does sound effects and music (quick win), I skinned the buttons, added the Hack24 logo and started building the factory methods to build the buildings in the game!

My focus is to build a minimal viable product of Hack24 before Christmas and release it on a single platform (Probably Android) as a soft launch.

Main areas I need to look at still:

  • Networking and the server side
  • UI for hacking a building
  • The player logon model, e.g Apple Game Center, Google Play etc

Hack24 update

So progress on Hack24 hit a few walls as shown below but it is moving forward 🙂 Don’t worry about the nasty textures, they will be going.

Below is it running on OSX, we have spawning of buildings, and collision.

Lesson Learned : Sometimes pretty code is slower code!

Interesting lesson learned: I had written my own 3D engine for Hack24, however came across this book https://www.packtpub.com/game-development/building-3d-game-libgdx, the code was extremely well structured and I was about to bin my own framework and use this one as it was a bit further along.

I thought I would run a few performance tests, just to be on the safe side. Glad I did:
Theirs: 400 objects rendered: 22FPS
Mine: 4608 objects rendered: 15FPS

Hack24 V2 started :)

So, it may end up being called something else but I have now started writing a new (well kinda) game.  The last couple of weeks I have been bug fixing and improving the LibGDX framework / demo app that I made a few years ago.  Code can be found here: https://github.com/burf2000/BurfEngine

Yes, it has a terrible name!  Anyway it was my attempt at a simple game like Minecraft where you can place and remove cubes.  I added things like chunking, gravity, and culling.  It also has a database and network layer, custom collision code and works on iOS, Android, and Desktop.  It has been converted to Kotlin, which I am really liking 🙂

Now, after a few long nights of fixing, that code is being parked and anyone can use it!  I now plan to rip it apart and use the best bits to form the engine for Hack24 (v2).  Made aim is to make a 3D game that has the same look and feel as Hack24 that’s cross-platform and easy to develop further.

I will focus on a MVP first, which should not take too long, I will try and rewrite the server in NodeJS (Well KotlinJS).

So why am I doing this?  A few reasons:

I really liked Hack24 but it had some performance issues and really needs rewriting to use OpenGL VBO / VAO.  It also makes sense to make it cross-platform while I am at it.  I don’t fancy doing it in Unity and really want to learn Kotlin for work (which I can for LibGDX).  It would be nice if people enjoy playing it too, so I hope to make it bigger with more content 🙂

Watch this space!

 

 

iOSDevUK 2017

iOSDevUK is a conference for iOS developers that takes place at the Aberystwyth university campus in Wales (You get to be a student again).  It is a 4 day event which features talks on the latest iOS frameworks, best practices and ends with a 10 hour hackathon.  Sadly Andrew (iOS developer from Priority) and I could not attend the Hackathon.

The event was less hands on than previous developer events like iOSConf which was a shame but we still got to learn about some of the latest iOS 11 frameworks like:

ARKit

This is Apple’s augmented reality framework which looks really impressive.  We have been waiting for Apple to do something in the AR space since they brought Metaio in 2015.  With the new iPhones having 2 back facing cameras to allow the device to detect depth, the mapping of virtual objects to real life objects has become very accurate.  In the workshop we saw how to place space invaders ships in the real world.

CoreML

CoreML is Apple’s machine learning framework which allows you to take your algorithms from other platforms and use them on your iOS device.  You can’t actually generate your model on the device but you can import it from many different tools (Caffe, SciKit, Kera) and it will run on the device hardware accelerated. The main aim of this talk was to clarify what CoreML’s abilities were as there was a lot of confusion when Apple announced it

FileProviders

So with iOS 11, you’re going to get a file system, like you do in Windows etc.  This workshop showed how you could make your own cloud service like Dropbox and integrate it into iOS11.  This was one of the only talks in ObjectiveC rather than Swift.

ServerSide Swift

This talk went over 3 apps that the company had made using ServerSide Swift which included a SlackBot, a CI tool and an Alexa tool, however the presenter did say that server side swift was far from production ready which was a little bit of a let down.  They suggested the best way to get started with it was to use Docker.

There were a few talks on Design patterns and where to use which ones like VIPER, MVVM, MVP etc.  VIPER seems to becoming popular if your iOS app is very big.  

There were a few talks on the whole pipeline of testing and releasing builds using Unittest, UI test, Jenkin’s, Fastlane and GitHub issues however it was only a overview and not actually how to go about setting it up