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3 Whys - what problem am I addressing?

 tháng 7 17, 2016     making-of     No comments   


I've wanted to write a page about coordinate transforms, but I've started it and abandoned it several times.




The first version was about matrices. I had seen Nicky Case's interactive explanation and Max Goldstein's animated explanation but I wanted to write something more basic. I wrote out an outline showing how matrices could be used for translate, scale, rotate, and shear transformations, and how those could be combined or inverted to generate all the effects we want.




After struggling with this for a few weeks, I put the page on hold.




I returned to it after a friend of mine suggested that I take matrices out completely. I had to ponder that for a while. Surely, the whole point of the page was to show how matrices worked. How could I do that if I took out matrices?




I came up with a new outline that pushed matrices to the very end. I covered all the transforms first, with simple code to implement each. If you have a series of transforms A, B, C, and you want to transform point p, you can call C(B(A(p))). At the end I introduced matrices as a uniform representation of all the different types of transforms. They also offer a way to combine transforms together, so that you can call (C ∘ B ∘ A)(p).




I had implemented lots of interactive diagrams for this page (see the draft version), but in the end I was unhappy with that version too.








There's a technique called 5 Whys (or 3 Whys) that I should've tried.




Why do I want to explain matrices? Because they are a nice way of implementing transformations.




Why do I want to explain transformations? Because they are a uniform way of thinking about operations we need in games: translate, scale, rotate.




Why do I want to explain translate, scale, rotate? Because they are a clean way to solve problems with game cameras: scrolling, zooming, rotating, and isometric views.




Aha! Maybe that's the real problem: game cameras. Instead of starting with matrices and then explaining how they represent transformations and then explaining how transformations can be combined, I could start with game cameras and then work my way up to transformations and then matrices.




I'm going to make another attempt at an outline for this page starting with game cameras.




Update: [2016 Aug] Well, I failed. I lost motivation to work on this so I've put it on hold … again. I think I may take a long break from tutorials.


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SuperTuxKart 0.9.2 released & new website

 tháng 7 02, 2016     No comments   

Great news from our friends of the SuperTuxKart project! Read all the details on their latest blog-post here.

They also made a nice new trailer showing off a more unusual game-mode:



Clearly this project has come a long way and looks better with every release! So grab your copy over at their fancy new website.
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14 Uclan Games Design Alumni are credited on Lego Starwars Force Awakens.

 tháng 7 01, 2016     14 Uclan Games Design Alumni are credited on Lego Starwars Force Awakens.     No comments   

UCLAN team assemble at TT_Games Ltd.

It's great to know that since Bev Bush came to Uclan from Traveller's Tales Ltd. 11 years ago, (having just worked on the first Lego games, Lego Stars 1 and 2) over 40 of our Games Design students have been employed on a variety of contracts by both Travellers Tales Ltd. in Knutsford and their sister company TT-Fusion in Wilmslow, Cheshire.
In fact, 14 Uclan Games Design Alumni are credited on 'Lego Starwars Force Awakens' which was launched in July 2016.

Congratulations to our Uclan Games Design Alumni, Steven Thornton and Edward Marsland for their part as Level Directors in the making of 'Starwars the Force Awakens' Lego game.
Richard Greer as Assistant Game Director, 
David Woodman as Lead Artist, 
Chris Wyatt - also a Level director, 
Alexandra Jaeschke as Environment Artist, 
Chris Flanders as Senior Game Scripter,  
Robert Duckworth, Daniel Maddox and Jamie Power as Junior Level Construction Designers and Phil Sloan as UI Artist.
Congratulations also go to our Uclan Games Design Alumni,  
Vytautas Januškevičius,Will Hunter and Theo Clarke for their credits for  
Quality Control on the game.








































 




















Will Hunter: Quality Control

 




















 




















Theo Clarke: Quality Control
 
Lead Games Designer, Arthur Parsons supports and visits Uclan's Games Design course on an annual basis to give valuable presentations and workshops. So much so that he was made an 'Honourary Fellow of Uclan' in 2015.
Many others of of his colleagues have also shown great support and interest in our students and have regularly attended the Degree shows , including Head Artists Leon Warren and Nicola Daly and many other talented Games Design specialists from the company. Lead Animator Jeremy Pardon even spent a semester teaching on the course a few years ago which was a great bonus to the students.

We are very appreciative of the attention and support we've received from Travellers Tales over the years and we've now reached a point where are own alumni have gained good positions in the company and often come back to visit and share their experience so that current students can be inspired and encouraged from hearing of their success.

Those alumni who have been employed by TT-games include those mentioned above as well as Stephen Sharples, Katie Clague,  Georgina  Cronshaw, Stewart Allardes, Paul Bannon, David Howell, Leigh Hadfield, Dec Troughton, Ben Parr, Christian Fell and many more.





























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