Showing posts with label Project. Show all posts
Showing posts with label Project. Show all posts

20 Feb 2014

About Project Anarchy community project and economy of collaborations.

Today I was thinking a bit about an economic system(gamification elements could be added to make it more appealing and engaging) to run full or partial Project Anarchy community projects and collaborations to release in app market.

I look for some feedback about this system and someone that may help me to rewrite all  in a better form(expecially my bad english) and define proper rules and mechanics.

Free to Play with advertising is a common monetization strategy in mobile market and may come handy to manage this profit sharing, but other alternatives may be found in future(es crosspromotional) so other kind of games could be included in this kind of system.

An open souce system can be made to select a different service and account everytime an ad is requested in the app and sepecific user account get selected in turns based on an extabilished algorithm.

Every user who will partecipate to this initiative to get help with his project will receive a certain amount of share points.those will represent an actual number of ad views % of his app he intend to offer for help.

Those share points are limited at beginning so you may run a small project or just delegate small parts of your project.

Running successfull project (that get released) or completing tasks in other projects let you acquire the possibility to dispose of more share points on your next project on pair with trust.

He then will decide to emit tasks(for the entire project or just part of it) and specify the total value of his game in sharepoints(not bigger than his total reserve)representing 100% of his project and how many points he will reserve for the community tasks.

Bidding could be made between users who want to run that task for a certain number of share point taken from the points emitted for that project tasks based on their own evaluations.

The project runner will then select the better offer, assign the task and reward those points on accomplishing that get allocated in the worker personal reserve and setted up in the advertising system on game release.

System may not be perfect(we may change every part of it),not be 100% fair in every part of it(but remember that it is mostly made for helping others so they will "probably" be fair with you to continue to get helped from you and others) and maybethe system is not even cheats free, but it is based on acquired trustfullness so accumulating points, but not be trusted upon others is pointless as your point lose any value to the eyes of people.

as 1% in a game of a relieable person that deserves trust and make quality games have a greater value than a the 50% in a low qualitative game from a cheating person that generaly doesn't finish project or make really bad games.

Previously made code(as libraries or open source) and assets could be selected from a community repository and a share could be attributed to the original creator/s and contributors of the resource(es. it may require actual points to acquire the licence of use of a resource).

In future a system to bid sharepoints for money may be estabilished based on previous performance records(How much your points was worth in your previously released games).

Rules have to be defined well and possibly a good software platform have to be developed to run this system.


18 Feb 2014

Planning a Project Anarchy Pc Renderer project.

Project Anarchy has actually a cutting edge render for mobile, but it is also the only renderer it comes with.

Someone can argue that something that is cutting edge on 1w of mobile device power cannot make a good use of all the exceding gpu power of the pc platform.

Adding on this on pc you have just access to dx9 (dx11 is available only in the full pro version).

The constraint to work with dx9 and not on the latest api at first confused me a bit.
I feel like investing on rendering features for an old gen api was not a great future investment as I wasn't seeing it the right way.

I was not missing dx11 features that in my humble opinion are not a great deal in actual games even if something is moving lately.
Compute Saders are a great thing and gives room to lot of optimization ,but the actual state is that current games shows quite slower performances for a minor degree of improvement.Many optimization that seem so good on paper done with Compute Shader seem to work just under certain loads and conditions.

Many other new techniques that makes use of newer capabilities of dx11 seems to be more academical than pratical in a real game scenario.

What makes my feelings about writing a render for PA totally wrong was the lack of proper knowledge about how Project Anarchy renderer internally works.

It is totally flexible and configurable and makes you write your own render in approximately 20% of time than doing it from scratch and way more easier as it has a proper utility function for every evenience.
The best part is that everything is very api agnostic.

There isn't a big difference if you are working of console or mobile , for dx9 or dx11 you don't care too much.Stay in the limit of what are your platform capabilities  and everything works out of the box.

The kind of render effects you have or if you feature a forward or deferred render doesn't make a good render as having the kind of flexibility Project Anarchy gives you to make whatever technique you need in your game.

All is customizable nothing is hardcoded.

Its customizability and provided code lets you to write a whatever new renderer in (approximately) 20% of the time required to make normally one from scratch.

However many people don't have time or skills to write a shader or code a special effect and will never attempt to make a renderer of their own.

In my free time I'm starting experimenting with a pc renderer for Project Anarchy just for passion as mobile renderer is just as good for the kind of games I'll do(even on pc).

The main goal is to make simple plugins to make my and your games more appealing on pc(mainly by post processing).

But a long therm goal could be to make entire renderers with  complete working set of advanced shaders.

I want to receive some feedback about your rendering needs and if there are rendering and shaders enthusiasts that want to partecipate in the development.




19 Dec 2013

Anarchy Templating Utility App Idea

Today I have come with the idea to create a Templating utility app for Project Anarchy.
It have to automate a bit part of the c++ coding and setup needed to add a new element to your project.
And have to be open source so everyone could contribute and or customize it for his need.

It will automate the creation of Runtime Classes and vForge Plugins

  • Entities.
  • Components.
  • Custom Shapes
  • Basic Extensible Custom vForge Editor.

For runtime classess it have to:

  • Create class cpp and hpp files
  • Create selected includes and basic class structure and rtt.
  • Create some common empty function es dispose initialize and think functions.
  • Add import/export function statements for static/dynamic linking.
  • Generate the var table from provided vars and visually edited parameters.
  • Create a version aware serialization function at least for simple serializable vars.
  • Generate the swig template for lua scripting.
  • Be faster than actual coding.
  • Be faster than copy pasting operations and not rely on them itself.

Ideas about possible realization

A c#/c++ application with windows form interface to be integrated in vforge.

  • It could use c# T4 templating engine using both provided tt files and custom ones.
  • It operates under vForge without the need to switch applications.

Another feature could be to read visual studio uml models.

  • Probably not available in Visual Studio Express.
  • Visual studio Uml tool could be better or worse than custom made winform ui( I don't intend to make a full uml tool but just a very simple interface in winform).

A second Idea was about a plugin for some kind of opensource uml tool es StarUML

  • Free Uml tools are more accessible than Visual Studio Pro.
  • possibly people have to learn another tool.
  • Another API to learn for me to make the actual plugin.

Please add your considerations and needs as a comment.