# Metro Siberia - part 2

Small progress. Started porting over my matrix implementations from haxe. At the moment it actually looks more like C-code than C++.

Been playing a lot with arrays and pointers. Even some `memcpy`

!

Sep 14 2017

Small progress. Started porting over my matrix implementations from haxe. At the moment it actually looks more like C-code than C++.

Been playing a lot with arrays and pointers. Even some `memcpy`

!

Aug 24 2017

Started a re-make of my old game Metro Siberia in C++. This is the big plan:

- Custom rendering methods in it’s own header file
- Game code is platform independent
- To start with, only draw lines and simple fills
- Currently using OpenFrameworks as “backend”, because it is almost zero hassle to get working
- Plan is to change from OpenFrameworks later on… but we’ll see. At least the structure will allow it.

Currently nothing more than a window that renders the picture above.

Apr 24 2017

How do you create a nice user (developer) friendly Behavior Tree in Unity? The hardest part with BT’s is not making them, it is maintaining them! As they scale they become pretty hard to grasp, and you need good visual tools to debug. But I just got an idea that I want to write down somewhere before I go to sleep and forget all about it.

Introduction to BT’s, if you don’t know them:

http://guineashots.com/2014/07/25/an-introduction-to-behavior-trees-part-1/

Interesting project with viusal editor (though way to buggy to be used, and also I don’t like the performance warning in the readme):

https://github.com/rev087/hivemind

Here is a rundown on how to create a similar visual editor, using Scriptable Objects:

http://davidlegare.ghost.io/behavior-trees-1/

And lastly, you might have to read up on ScriptableObject as well:

https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/scriptable-objects

So, ScriptableObject has some problems for our usecase: **It does not support polymorphism**. So here is the idea on how to solve it.

- A BehaviorTree class, with custom PropertyDrawer
- All the basic nodes are built-in into BehaviorTree, such as
*Sequence*,*Parallel*,*Repeater*and so on - Custom Condition and Action nodes are added as MonoBehaviours to the gameObject (and thereby serialized with all their properties), but added by reference as a nodes in the BehaviorTree

It’s not a pretty solution, but to me it beats most of the other solutions I have seen. Then it’s just a matter of building that custom inspector for the BT.

Jan 15 2017

“Don’t worry about the dog, he’s very nice and only wants to play!”

Dec 15 2016

A while back I found all the raw material for a game me and Simon were working on a long time ago (actually before both Ripple and Metro Siberia, so somewhere around 2006 – whoa, thats TEN YEARS ago!!) called **Kingsmountain**, and I’ve been playing with the idea to try and recreate one of the minigames.

My first attempt was with Haxe, and a 2d skeletal animation tool called Spine. However, the Haxe runtime implementation for Spine was buggy as hell, and I spent many hours trying to animate the running little dude, but finally the bugs made me give up.

Instead I restarted the project in Unity, and here you can see the result after just about 2-3 hours.

Oct 31 2016

**Warning: lengthy post ahead!** But lots of really cool stuff!

Been a while since I posted now. There are a couple of reasons for this:

- First of all, I decided to write my own software triangle rasterizer (I’ll get to explain what that is in a bit)
- It’s a lot of math involved. And a lot of diagrams with pen and paper. I has spent several hours to get it to its current working state
- My parental leave is getting close to the end. My kids are now almost 16 months and require a lot of attention! Have not gotten any computer time at all for the past three weeks

But now I finally have something to show, so lets show it!

READ MORE >>
Oct 05 2016

Up to this point I’ve only drawn wireframes. To create colored 3d objects I need two things. Backface Culling and Z Sorting.

Time to start with the first: **Backface Culling**.

- First of all I changed to using triangles instead of just points/lines.
- Then I calculate the cross product on two of the sides to get a normal vector.
- Compare the normal with your viewing vector (a line from the camera to the middle of the triangle) to see if the triangle is facing towards you or away from you
- Don’t draw if the triangle is facing away from you

Now you no longer see any lines “behind” the cubes.

I also draw the normal vectors for each triangle.

From this point I just filled the triangles with a single color.

With the normal vectors already calculated on each triangle, I tried to implement some **directional lighting** as well.

It went much smoother than I would ever have thought.

Pretty interesting! I made a spinning cube with lighting almost exactly ten years ago. However I did not understand much of it, and going back to that tutorial it seems to be full of weird tricks. This time however I did it all by myself =D.

Next up is Z-Sorting so we can have more than just one cube at once

Sep 22 2016

I’m doing serious progress! Today I managed to get the camera matrix working!

The coolest thing about this is that just a few months ago I would have thought that this was too much math for me to ever be able to understand! Remember that I have written everything from scratch - except for the line render code, which is basically just a `lineTo(x,y)`

function. Even the matrix implementation.

There’s no frustum culling in there yet (except for any z-values behind the camera) so pretty much everything gets drawn all the time.

Resources for camera matrix:

Camera View Transform Matrix

Faster Matrix Inversions

Sep 15 2016

In our last blog post we used matrices to translate, rotate and scale vectors, but so far only in 2D.

Transforming vectors in 3D is pretty much the same thing. The only difference is that we cannot directly plot those vectors out on the screen since each vector will come in a triplet of *{x,y,z}* and the screen only consists of *{x,y}*.

We could just ignore the Z-coordinate, but that would look weird!

To get it to look right we need to apply **perspective**. Perspective means that an object that is further away from our eye will appear smaller than an object that is closer!

Applying perspective to 3D-points is something I’ve been able to do for a long time, but now we’re working with matrices, and of course there is something called a perspective projection matrix!

Another great resource I found on the subject is scratchpixel.com, here on Perspective Matrix Projection.

In the past when I’ve been playing with 3D, I’ve used trigonometry for all transformations. It works, but has several drawbacks!

- More computation heavy! Needs to do Sine and Cosine lookup for each point!
- Much more complex to nest parent/child-relationship!!
- Viewing from a camera… I don’t think so!

Using matrices is superior by far. The image below is just a couple of matrices combined, using vectors forming a cube and a pyramid. This would not have been possible using my old 2006 methods!

If you want to read up on this too, then check out:

Math for game developers youtube channel

And http://www.scratchapixel.com/index.php?nocategory

Sep 04 2016

After my Shader Week I decided to try to re-wake the math part of my brain that feels like it has numbed of a bit in recent years of Android app development. I have actually been doing this for several weeks now, but have not had anything to show until now.

So I started reading up on Linear Algebra, and is currently writing my own custom implementation of Vector and Matrix-classes from scratch in Haxe. And it’s super interesting!

If you have a 2x2 matrix you can put an **up-vector** in the first column and a **right-vector** in the second column. When multiplying a vector with this rotation-matrix it will transform the vector into that coordinate space!

If you rotate the up and right-vector clockwise each frame you get a rotation matrix!

In this first image I multiply four 2d-vectors through a rotation matrix. The unmodified vectors are shown to the left.

Another interesting thing with matrices is that you can combine them!

If you have one matrix for translation, one for rotation and one matrix for scaling, you can get a single matrix containing all those values by multiplying them! **Just remember to multiply them in the correct order!**

In this image I changed the four vectors to form a square instead of that cross.

Then just multiplying each vector through my single TRS-matrix.

If you have a TRS-matrix named *M1*, and another TRS-matrix named *M2*, you can move the transformation of *M2* into the local coordinate space of *M1* by multiplying *M2* with *M1*! By doing this M2 will be “parented” to M1! It’s so simple!

The big square is rotating and the second, smaller square is parented to the big one, therefore inheriting its rotation. Same with the third square (it inherits both the rotation and scale of it’s parent before applying its own rotation).

The vectors (points) for all three squares are just a single unmodified array. All the transformations are done though a single matrix multiplication (for each point).

I will keep working through the math, so expect more posts on this.

In the mean time, **these two youtube playlists are really great resources**:

Jul 28 2016

Made a **huge** optimization in the way Seagal filters list of entities that contains specific components!

Using the macro I’ve written two days ago as a base I now use bitflags instead of multiple for-loops and several `Std.is(classA, classB)`

. I now just use simple bit-flag comparison as the macro auto-generates a unique bitflag for each component class, and the result is stunning!

I actually had to go back to my old test and change the number of entities from 10,000 to 100,000!!!

Note 1: Both *test 2* and *test 3* took 0.001 seconds when running 10,000 entities. That’s why I had to increase the number of entities.

Note 2: *Test 2* now takes only 0.007 seconds with that huge amount of entities!

Note 3: Running identical *test 3* with 100,000 entities on Edge gives an approx time of 0.049 seconds, even slower than my own old solution…

*High fiving myself*

Jul 26 2016

When reading up on the Edge-entity system in the post about TLDR I got an idea on how to speed up my Seagal enging a lot using *macros*.

The problem is that macros is a subject with few tutorials and resources online, and it seems a lot of people are afraid to look into it.

I will try to explain what macros are, some good places to start learning more, and a cool example that I’ll expand upon to improve the speed of Seagal!

READ MORE >>
Jul 22 2016

I’ve downloaded and tried a new exciting ECS-framework called Edge. The interesting thing about it is that it relies heavily on haxe macros to generate code at compile time that will remove of the costly runtime type checking.

I did a similar test to test number 3 in my TLDR - Part 2. Only the third test was interesting to me.

And look! It’s taking between 4 and 5 milliseconds here as well! That was surprising, I really though you had to try hard to be slower than my current implementation.

However, using macros seems super interesting. and I just got an idea on how I could use macros in seagal that might speed the matching up quite a bit!

Jul 11 2016

The source code for all 7 days can be found here: https://github.com/Tommislav/unity_shaderweek

It has been a successful and interesting experiment, commiting 7 days to shader programming. As I’m on parental leave I could only spend about an hour a day for this, but I think I managed to get quite far!

Apart from what’s visible here, I spent 3-4 days reading or researching, but did not count those as I wanted visible examples for each day.

One problem with only having about an hour a day, and only doing tutorials is that you don’t get much time to modify/experiment/fix bugs. But I early decided that my focus this week would be learning, and that I will do a second shader week where I experiment and create my own shader effects instead.

- I have learned a ton!
- Need a second shader week, where I write my own shader effects
- A superb resource for learning shaders is this link: http://www.alanzucconi.com/

Jul 11 2016

Last day on my shader week. Not sure what to do when a friend of mine suggested that I do a “wobbly water shader”. Well, I guess you could do it pretty simple by using a displacement map as in day 2, so I used another approach manipulating the vertexes with a sine-wave instead.

I used this tutorial as base

http://www.alcove-games.com/opengl-es-2-tutorials/vertex-shader-for-tiled-water/

but re-wrote it in CG