Browse by Tags

All Tags » Terrarium » Games4 .NET (RSS)

Game Development: Book resources for users interested in more in-depth world generation discussion.

I think every book kind of covers world generation in an off-handed manner. There are very few books actually focused on the process of world generation alone. By world generation, I don't just mean the creation of terrain, and I'm instead talking about...

Gaming: Generating random world content and some consistency algorithms...

Generating random world content is one of those tasks that gets written off as a trivial matter. It isn't hard to throw some stuff around a virtual space and call it good. However, after trivializing the world content generation during your first game...

Implementing AI wars where code is the primary asset. (focus on Terrarium)

The one thing I've taken away from the .NET Terrarium in terms of AI development is that players value their code over everything else. Protecting code from being viewed by other users is extremely difficult and hard to implement. After all, the focus...

Terrarium: Did we do the right thing with the creature event model?

History Why did we use the eventing model? Well, because it made sense that creatures only needed to spend processing time on things they were curious about. It seemed like it might make things easier because a basic creature could hook only one event...

My thoughts on the future of Terrarium as a learning game.

I'm completely third party with respect to the Terrarium. Yes I still help with the evangelism and coding of the application itself, but on a very limited role as the product goes towards maturity and new product ideas develop for future versions. That...
Posted by Justin Rogers | 2 comment(s)
Filed under: ,

Terrarium and the upcoming source release. Looking forward to the latest server changes?

Users of the Terrarium client application are going to love the latest changes. Lots of extra eye candy (go check out Mitch Walker's blog for some screenies), a bunch of code fixes, AND the full source code. However, I think the server guys are getting...

[Terrarium] How do we pass creature assemblies around?

This is the primary feature of the .NET Terrarium. The ability to safely and easily pass around creature assemblies and run them on end user machines. There are several considerations for this process including security, transport, loading, and storage...

Joel's Lightweight Code Gen spells SUWEET for small scripting languages in games.

Reading Joel's blog and having lunch with him are two different things. You never really see all of the possibilities of a technology until you see the twinkle in someone's eye and realize that the technology might be slightly more powerful than you originally...

Terrarium: Processing events, controlling your creature, and common pitfalls.

Figuring out which events you are going to need for your creature to process can be very difficult within the Terrarium, especially for new users overwhelmed by the idea of having to optionally handle up to 10 events. Some creature authors don't even...

Terrarium: How do we punish creatures that take too much time?

Okay, so Darren Neimke thinks this deserves a blog entry and I think he is probably correct. The method for punishing creatures that take up too much time really isn't understood and the methods are actually somewhat complicated, so they deserve to be...
More Posts Next page »