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<channel>
	<title>Mark Danks</title>
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	<link>http://www.danks.org/mark</link>
	<description></description>
	<lastBuildDate>Thu, 10 Feb 2011 17:12:11 +0000</lastBuildDate>
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		<title>Artify</title>
		<link>http://www.danks.org/mark/2011/02/10/artify/</link>
		<comments>http://www.danks.org/mark/2011/02/10/artify/#comments</comments>
		<pubDate>Thu, 10 Feb 2011 17:12:11 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=380</guid>
		<description><![CDATA[Kodama Studios first app for the iPhone and iPad has been released!  Artify is now available in the App Store!  It transforms your photos and pictures into works of art.  Have fun playing with it and show us what you create!]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><a href="http://www.kodamastudios.com/playthings/artify.html"><img class="alignright size-full wp-image-381" style="float: right;" title="Artify" src="http://www.danks.org/mark/wp-content/uploads/2011/02/artifyIcon.png" alt="Artify" width="75" height="75" /></a><a href="http://www.kodamastudios.com">Kodama Studios</a> first app for the iPhone and iPad has been released!  <a href="http://www.kodamastudios.com/playthings/artify.html">Artify</a> is now available in the <a href="http://itunes.apple.com/us/app/artify/id414944887?mt=8&amp;ls=1">App Store</a>!  It transforms your photos and pictures into works of art.  Have fun playing with it and show us what you create!</p>
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		<title>Kodama Studios</title>
		<link>http://www.danks.org/mark/2011/01/11/kodama-studios/</link>
		<comments>http://www.danks.org/mark/2011/01/11/kodama-studios/#comments</comments>
		<pubDate>Tue, 11 Jan 2011 16:42:51 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=368</guid>
		<description><![CDATA[I am very happy to announce that Sarah Stocker and I have started a new company, Kodama Studios!  We have worked together for years and are really excited to be moving into new areas.  It is has also given me a chance to get back to programming again, which is something that I have really [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-375" style="float: right;" title="Kodama" src="http://www.danks.org/mark/wp-content/uploads/2011/01/ksLogo.jpg" alt="Kodama" width="250" height="72" />I am very happy to announce that Sarah Stocker and I have started a new company, <a href="http://www.kodamastudios.com">Kodama Studios</a>!  We have worked together for years and are really excited to be moving into new areas.  It is has also given me a chance to get back to programming again, which is something that I have really missed.</p>
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		</item>
		<item>
		<title>Mozilla Labs &#8211; Game On 2010</title>
		<link>http://www.danks.org/mark/2010/10/27/mozilla-labs-game-on-2010/</link>
		<comments>http://www.danks.org/mark/2010/10/27/mozilla-labs-game-on-2010/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 05:13:20 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=361</guid>
		<description><![CDATA[For any Web game developers out there, you might want to look into Mozilla Labs &#8211; Game on 2010.  I am one of the judges for it this year, and it looks like there will be some very cool results! The combination of HTML5, JavaScript, and CSS3 is going to make the Web a much [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-363" style="float: right;" title="gameOn" src="http://www.danks.org/mark/wp-content/uploads/2010/10/gameOn1.png" alt="Mozilla Game On 2010" width="63" height="74" />For any Web game developers out there, you might want to look into Mozilla Labs &#8211; <a href="https://gaming.mozillalabs.com/">Game on 2010</a>.  I am one of the <a href="https://gaming.mozillalabs.com/judges">judges</a> for it this year, and it looks like there will be some very cool results!</p>
<p>The combination of HTML5, JavaScript, and CSS3 is going to make the Web a much more dynamic and exciting place, but is also going to require much more programming skill.</p>
]]></content:encoded>
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		<title>Programming Languages</title>
		<link>http://www.danks.org/mark/2010/10/27/programming-languages/</link>
		<comments>http://www.danks.org/mark/2010/10/27/programming-languages/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 04:44:38 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=352</guid>
		<description><![CDATA[Most of my time lately has spent coding up apps in different languages than I normally use. I&#8217;m very comfortable with C/C++, SPU ASM, Lua, etc. Basically, all of the &#8220;hardcore&#8221; languages which are used to make big console games. But recently, I&#8217;ve found myself spending most of my time in other languages.  Programming languages [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-353" style="float: right;" title="Objective-C" src="http://www.danks.org/mark/wp-content/uploads/2010/10/xcode.jpg" alt="Objective-C" width="200" height="115" />Most of my time lately has spent coding up apps in different languages than I normally use.  I&#8217;m very comfortable with C/C++, <a href="http://en.wikipedia.org/wiki/Cell_%28microprocessor%29">SPU</a> ASM, <a href="http://www.lua.org">Lua</a>, etc.  Basically, all of the &#8220;hardcore&#8221; languages which are used to make big <a href="http://www.playstation.com">console</a> games.</p>
<p>But recently, I&#8217;ve found myself spending most of my time in other languages.  Programming languages which, until recently, wouldn&#8217;t have been used by game programmers.  Things like <a href="http://en.wikipedia.org/wiki/Javascript">Javascript</a>.  <a href="http://en.wikipedia.org/wiki/Objective-C">Objective-C</a>.  <a href="http://www.php.net">PHP</a>.</p>
<p><span id="more-352"></span>One of the things which all of these languages share is that they are much more dynamic.  C++ and console programming depends on predictability.  This is helped through static typing.  Most of the &#8220;Web 2.0&#8243; languages are so dynamic, that you do not find your errors until you run them.  This is both a blessing and a curse.  It is a blessing since your apps and libraries can be much more dynamic, not needing to resolve functions and messages at compile time.  It is a curse, since the compiler will gladly let some code through which is complete garbage, simply because it thinks that you are sending a message which will be resolved at runtime.</p>
<p>It is interesting to see how people deal with this.  A standard way is to have a naming and formatting convention which &#8220;shows&#8221; you what needs to be done.  This seem to be the case with create vs init functions in Objective-C.  Of course, everyone has picked a different naming convention, so when you mix and match libraries, you are completely confused how to call the various functions.   But at the end of the day, I have to realize that I&#8217;m still generally more productive in dynamic languages than in C++.  When you aren&#8217;t constrained by a console with fixed hardware and memory, then why use a language that forces you into that mindset?</p>
<p>And the irony?  I used to program <a href="http://en.wikipedia.org/wiki/NeXT">NeXT</a> computers about 20 years ago.  And now I have to remember what a .xib is?</p>
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		<title>Mac Command Line Tricks</title>
		<link>http://www.danks.org/mark/2010/10/22/mac-command-line-tricks/</link>
		<comments>http://www.danks.org/mark/2010/10/22/mac-command-line-tricks/#comments</comments>
		<pubDate>Fri, 22 Oct 2010 18:06:31 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=345</guid>
		<description><![CDATA[I&#8217;ve slowly been moving over to a new MacBook Pro and trying to learn a new system. One of the things I&#8217;ve never given up from my Unix days is the command line. Even on my Windows PC, I have tcsh installed, which is my normal way of navigating through my files. One of the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-348" style="float: right;" title="Mac OS X" src="http://www.danks.org/mark/wp-content/uploads/2010/10/images.jpg" alt="Mac OS X" width="150" height="158" />I&#8217;ve slowly been moving over to a new <a href="http://www.apple.com/macbookpro/">MacBook Pro</a> and trying to learn a new system.  One of the things I&#8217;ve never given up from my Unix days is the command line.  Even on my <a href="http://www.microsoft.com/windows/products/default.aspx">Windows PC</a>, I have <a href="http://www.tcsh.org/Home">tcsh</a> installed, which is my normal way of navigating through my files.</p>
<p>One of the &#8220;must have&#8221; hacks for my terminal window is getting the current path into the title and customizing the prompt.  With a bit of Google-fu, I was able to figure out the command sequences to do this.  Just add the code below to your</p>
<blockquote>
<pre>~/.bash_profile
</pre>
</blockquote>
<p>To set the title of a Mac Terminal Window:</p>
<blockquote>
<pre>function settitle() { echo -ne "\033]0;$@\007"; }</pre>
<pre>function cd() { command cd "$@"; settitle `pwd -P`; }</pre>
<pre>settitle `pwd`</pre>
</blockquote>
<p>To set the command prompt so that it displays the current directory name with the history number of the command:</p>
<blockquote>
<pre>PS1="(\!):\W&gt;"</pre>
</blockquote>
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		<title>The Games Industry</title>
		<link>http://www.danks.org/mark/2010/10/19/the-games-industry/</link>
		<comments>http://www.danks.org/mark/2010/10/19/the-games-industry/#comments</comments>
		<pubDate>Wed, 20 Oct 2010 05:01:02 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=337</guid>
		<description><![CDATA[The games industry is going through major upheavals these days.  Historically, developers could make a console game for a few million dollars and expect to get their money back on royalties (and publishers didn&#8217;t have to worry too much about the risk involved). These days, everything has changed.  The console market has moved to only [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-339" style="float: right;" title="cracked-egg" src="http://www.danks.org/mark/wp-content/uploads/2010/10/cracked-egg1.jpg" alt="cracked egg" width="175" height="139" />The games industry is going through major upheavals these days.  Historically, developers could make a console game for a few million dollars and expect to get their money back on royalties (and publishers didn&#8217;t have to worry too much about the risk involved).</p>
<p>These days, everything has changed.  The console market has moved to only big blockbuster titles.  Indie and B-level games don&#8217;t sell and publishers are running away from them.  Social/web/Facebook games are all the rage these days, but they depend on millions of eyeballs where a few users spend money to support all of the free players.  iPhone and Android games are trying to figure out how to navigate a market where anyone in their garage can publish a game, even if most of them are garbage.  And the Wii market has imploded for 3rd party publishers (IOW, everyone except for Nintendo).</p>
<p>So does this mean that it is all doom and gloom for independent developers?  I think that it is the exact opposite.  Developers who can be quick and nimble are going to succeed.  There are a lot of opportunities out there, but they aren&#8217;t the traditional business models.  Finding ways to leverage HTML5, social games on mobile devices, connected games on XBLA/PSN, etc are the wave of the future for developers who aren&#8217;t making <a href="http://www.godofwar.com">God of War</a> nor <a href="http://halo.xbox.com">Halo</a>.</p>
<p>However, it also means that if anyone outside of the guaranteed funded triple-A game tells you that &#8220;they know how to succeed&#8221;,  I would question how fast they can respond to a changing market.</p>
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		<title>Flexibility in Development</title>
		<link>http://www.danks.org/mark/2009/09/02/flexibility-in-development/</link>
		<comments>http://www.danks.org/mark/2009/09/02/flexibility-in-development/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 04:59:18 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=312</guid>
		<description><![CDATA[Moving back to development with my studio means that I have seen a lot about what publishers are looking for these days. Wii is, of course, very popular, but there is generally a desire to be &#8220;casual.&#8221; The interesting thing is that most publishers are unsure what that means. They want the popularity of the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-317" style="float: right;" title="joystick" src="http://www.danks.org/mark/wp-content/uploads/2009/09/joystick.jpg" alt="joystick" width="89" height="100" />Moving back to development with my studio means that I have seen a lot about what publishers are looking for these days.  Wii is, of course, very popular, but there is generally a desire to be &#8220;casual.&#8221;  The interesting thing is that most publishers are unsure what that means.  They want the popularity of the Wii, but still want to make games like they did for the PS2 and before.</p>
<p>A few publishers have figured out that the Wii market is different than the hardcore market from before, but that requires an understanding of a very different demographic than has bought Doom, Gears of War, and Call of Duty in the past.</p>
<p>Now that Microsoft&#8217;s Natal and Sony&#8217;s motion controller have been announced, the day for the joystick might seem to be limited.  However, not every player nor every gamer wants to jump around the room, regardless of the genre.</p>
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		<title>E3 is Back</title>
		<link>http://www.danks.org/mark/2009/05/31/e3-is-back/</link>
		<comments>http://www.danks.org/mark/2009/05/31/e3-is-back/#comments</comments>
		<pubDate>Sun, 31 May 2009 21:59:09 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Travel]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=304</guid>
		<description><![CDATA[I am getting ready to head down to E3 in LA tomorrow.  From all of the noise, it seems that the E3 of old is back, with the lights, noise, and spectacle.  From the industry&#8217;s point of view, E3 is a way to get the main stream media&#8217;s attention.  I have seen interviews and announcements [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-305 alignright" style="float: right;" title="e3" src="http://www.danks.org/mark/wp-content/uploads/2009/05/e3.png" alt="E3" width="28" height="71" />I am getting ready to head down to <a href="http://e3insider.com/">E3</a> in LA tomorrow.  From all of the noise, it seems that the E3 of old is back, with the lights, noise, and spectacle.  From the industry&#8217;s point of view, E3 is a way to get the main stream media&#8217;s attention.  I have seen interviews and announcements all over the place from newspapers to radio.  Add in the parties and it should be as crazy as ever.</p>
<p>This year is different for me, since I have meetings about my <a href="http://www.danks.org/mark/2009/05/19/zoe-mode-san-francisco/">studio</a>.  Normally, I am there representing EA or Sony, so I am approaching things from the publisher or platform side, instead of as a developer.  As it is, I have meetings every day, all day, which will make for a great E3!</p>
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		<title>Zoe Mode San Francisco</title>
		<link>http://www.danks.org/mark/2009/05/19/zoe-mode-san-francisco/</link>
		<comments>http://www.danks.org/mark/2009/05/19/zoe-mode-san-francisco/#comments</comments>
		<pubDate>Tue, 19 May 2009 14:13:04 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=290</guid>
		<description><![CDATA[I am incredibly excited to launch my studio today.  I am the co-studio head for Zoë Mode San Francisco!  We are hard at work on a number of games and I am extremely honored to be working with such a great group of people. Press release Interview at GamesIndustry.biz]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-291" style="float: right;" title="Zoe Mode" src="http://www.danks.org/mark/wp-content/uploads/2009/05/logo.gif" alt="Zoe Mode" width="169" height="76" />I am incredibly excited to launch my studio today.  I am the co-studio head for <a href="http://www.zoemode.com/">Zoë Mode San Francisco</a>!  We are hard at work on a number of games and I am extremely honored to be working with such a great group of people.</p>
<p style="text-align: left;"><a href="http://www.zoemode.com/news-011.html">Press release</a></p>
<p><a href="http://www.gamesindustry.biz/articles/sony-vets-open-new-us-studio-for-zoe-mode">Interview at GamesIndustry.biz</a></p>
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		<title>Asynch File Loading</title>
		<link>http://www.danks.org/mark/2009/05/18/asynch-file-loading/</link>
		<comments>http://www.danks.org/mark/2009/05/18/asynch-file-loading/#comments</comments>
		<pubDate>Tue, 19 May 2009 03:43:23 +0000</pubDate>
		<dc:creator>mdanks</dc:creator>
				<category><![CDATA[Code]]></category>
		<category><![CDATA[Games]]></category>

		<guid isPermaLink="false">http://www.danks.org/mark/?p=284</guid>
		<description><![CDATA[In most modern games, asynchronous file loading is a standard requirement.  This is especially true for open world games or games which never want to show a loading screen.  On the surface, it seems like an easy thing to do: spawn a new thread and load files on request.  However, there are a few complications [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;"><img class="alignright size-full wp-image-288" style="float: right;" title="Buckets" src="http://www.danks.org/mark/wp-content/uploads/2009/05/buckets.jpg" alt="Buckets" width="288" height="183" />In most modern games, asynchronous file loading is a standard requirement.  This is especially true for open world games or games which never want to show a loading screen.  On the surface, it seems like an easy thing to do: spawn a new thread and load files on request.  However, there are a few complications which get in the way.</p>
<p>One of the most obvious issues is knowing when the file has actually been loaded.  In an asynch environment, you issue a request, and some time later, the request is fulfilled.  Most systems return a handle which the game can check periodically to see if the data has been read.  This is fairly easy to implement, works well in a multithreaded environment, and is pretty easy to debug.  Other alternatives are to use a callback mechanism or put the calling thread to sleep until the data is loaded.  The sleep option is usually done in custom scripting languages, instead of trying to do it in C++.</p>
<p>A standard approach is to compress the data at build time and decompress at run time.  If you are reading from <a href="http://en.wikipedia.org/wiki/Dvd">DVD</a> <span id="more-284"></span>or <a href="http://en.wikipedia.org/wiki/Blu_ray">Blu-ray</a>, then it is practically a requirement due to the slow read speeds of those media.  On the <a href="http://en.wikipedia.org/wiki/Ps3">PS3 </a>or <a href="http://en.wikipedia.org/wiki/Xbox360">XBox360</a>, it is common to have your file system decompress on the fly, either on the <a href="http://en.wikipedia.org/wiki/Synergistic_Processing_Unit">SPUs </a>or on another core.  The complication is that you are no longer loading the data directly where it will be used.  Instead, you need to load it a temporary buffer, decompress the data, then write it to the final memory location.</p>
<p>On some <a href="http://en.wikipedia.org/wiki/Ps3">consoles</a>, there is not unified memory.  This means that you need to decide either ahead of time or at load time where the data will be loaded.  On the PS3, half of the memory is &#8220;main RAM&#8221; while the other half in &#8220;graphics memory&#8221; (<em>ignoring that data can be moved and read between the two systems</em>).  A simplistic approach is to put the data in the RAM segment based on the type of data&#8230;geometry to RSX memory, AI parameters to system RAM.  Since some types of data can be in either segment, this approach limits how flexibility the memory arrangement is.</p>
<p>Most file systems use a Table of Contents (ToC) to manage where and how the data is loaded.  Having a ToC for the data which is loaded gives:</p>
<ul>
<li>Position on disc</li>
<li>Memory segment to load into</li>
<li>Compression parameters</li>
<li>Data type</li>
<li>Resource Id</li>
<li>Human readable name</li>
</ul>
<p>A ToC also gives you flexibility during development.  The ToC can either contain all of the data in a single packed file, or it can simply list the files which need to be loaded.  Assembling a packed file can take a lot of time during development, especially when you have just changed one file.  This arrangement also makes it easy to do single file overrides.  Your nightly build system creates packed files for the game from checked in assets, but individuals can modify single files which are loaded seperately from the main packed file.</p>
<p>If you can override individual files, then you should look into hot-reloading of data: reloading data in the middle of the game so that artists can see texture changes without restarting, etc.  On the prototype I&#8217;m working on, I have a PC app which monitors my processed file directory and sending a message over the network to the game to reload it.  I have the file change logic on the PC in a single app, while the hot reloading is based in the game itself.  Since I&#8217;m working on a multiplatform game, this makes it easy for any new platform to load in the file.  Even the PC version registers itself with the file monitor app instead of scanning the directories explicitly.</p>
<p>One minor point to mention is that DX9 is not fully multithreaded.  This means that if you are allocating vertex, index, or texture buffers, they all have to be done from the render thread.  Microsoft explains it fairly well in <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=D6940B55-B805-46B5-B683-B8A2FE9B3D00&amp;displaylang=en">this presentation</a>.  This restriction makes it a bit more complicated, but it mostly involves extra signaling between the loading and render thread.</p>
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