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    <title>abi.exdream.com - Benjamin Nitschke's Blog - Lua</title>
    <link>http://exdream.no-ip.info/blog/</link>
    <description>Benjamin Nitschke's Blog about .NET, Game Development and my daily life.</description>
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    <copyright>abi.exdream.com</copyright>
    <lastBuildDate>Thu, 29 Dec 2005 07:47:28 GMT</lastBuildDate>
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I've updated my Commenter plugin for CodeRush today. I did some refactoring and was
getting annoyed that some of the .NET 2.0 features did not get commented properly
yet (like generics or anoynmous delegates). I also fixed some older bugs and issues. 
<p>
This is the changelist (full history can be found in the <a href="http://exdream.dyn.ee/blog/PermaLink.aspx?guid=76c8e668-37f6-4297-b0a1-c949c46c7310">original
article</a>): 
</p><ul><li>
First version for VS2005 and using .NET 2.0 now for supporting generics and anoynmous
delegates (more useful comments now inside of anoynmous functions and code blocks
defined there).</li><li>
Fixed again: No xml generation inside of methods (recent CodeRush version changed
its behaviour somehow). Check is now performed inside the recursive method, this fixes
all older issues too.</li><li>
When commenter is disabled the globol hotkeys don't work anymore now.</li><li>
Version number in options and a link to check if any new updates are available</li><li>
Hotkey for generating comments and XML: Ctrl+1. Saves you typing '}' and doesn't require
you to go to the last line of a block all the time.</li><li>
If using defines in the using statements the surrounding region is now generated properly.
Also adds automatically the #if DEBUG and #endif statements (which I use to exclude
NUnit from the release build) around using NUnit.Framework, which is often generated
by adding the namespace automatically or using some template.</li></ul></td>
              <td valign="top">
                <p>
                  <a href="CR_Commenter.zip">Click here to download CR_Commenter.zip v1.5</a>
                  <br />
                  <a href="CR_Commenter_src.zip">And here is the sourcecode for CR_Commenter v1.5</a>
                </p>
                <a href="http://exdream.dyn.ee/blog/PermaLink.aspx?guid=76c8e668-37f6-4297-b0a1-c949c46c7310">
                  <img src="CommenterComparisonSmall.png" border="0" width="400" />
                </a>
              </td>
            </tr>
          </tbody>
        </table>
        <br />
I also wanted to add an embed with region feature, but it is already pretty simple
with CodeRush if you know the hotkey: Select a block you want to build a region around
(e.g. a method, you can press ctrl+shift+up/down quickly select the method). Then
just press <b>Ctrl+R</b>, thats it. 
<p>
If you are using CodeRush (and you need it for my Commenter) you should also <a href="http://www.devexpress.com/Products/NET/CodeRush/Training.xml">check
out these new CodeRush tutorial Videos</a> from Developer Express, they are pretty
cool and informative. 
</p><p><br /><a href="http://boo.codehaus.org/"><img src="http://boo.codehaus.org/boo.png" border="0" /></a><br />
I've also checked out the <a href="http://boo.codehaus.org/">Boo Programming Language</a> today
after playing around with IronPython the last couple of days. Boo is really cool and
introduces a couple of ideas I agree 100% with. I have to try it out a bit more. One
major problem is the fact there is no Visual Studio addin and typing in some editor
or the console is no fun at all. A plugin for <a href="http://www.monodevelop.com/Main_Page">MonoDevelop</a> and <a href="http://www.icsharpcode.net/OpenSource/SD/Default.aspx">SharpDevelop</a> does
exist (and is actually implemented in the latest versions), but while these are very
good open source IDEs, I'm a Visual Studio user and have a lot of addins I would miss
in any other editor.
</p><p>
I use also use <a href="http://www.ultraedit.com/">UltraEdit</a>, which is pretty
cool and can be used for all kinds of shit (not only text, hex, html, but also millions
of source code formats). However, the Boo language is missing syntax highlighting
support in UltraEdit (while almost 1 million other languages are supported). I just
wrote this little wordfile myself for UltraEdit Boo syntax highlighting support: <a href="boo.txt">boo.txt</a>,
just add it to your UltraEdit wordfile.txt file. 
</p><p>
Again: Boo is a cool language. I heard of it at the PDC, where I saw even the developer
in some session, but I never checked it really out (maybe it was too Linux oriented
for me). Maybe I will try to convert the SharpDevelop addin to Visual Studio if noone
else does it (because I would really want that feature when coding in Boo). I still
like Lua and Python too, but they don't have any intellisense support either, which
is one of the main reasons I haven't switched over to writing more in those languages
instead of c# right now.
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=803399c1-5030-4c27-a31b-b1a088982ca8" /></body>
      <title>CR_Commenter Update v1.5 and testing out the Boo Language</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,803399c1-5030-4c27-a31b-b1a088982ca8.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2005/12/29/CRCommenterUpdateV15AndTestingOutTheBooLanguage.aspx</link>
      <pubDate>Thu, 29 Dec 2005 07:47:28 GMT</pubDate>
      <description>&lt;table border="0" cellspacing="6"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
I've updated my Commenter plugin for CodeRush today. I did some refactoring and was
getting annoyed that some of the .NET 2.0 features did not get commented properly
yet (like generics or anoynmous delegates). I also fixed some older bugs and issues. 
&lt;p&gt;
This is the changelist (full history can be found in the &lt;a href="http://exdream.dyn.ee/blog/PermaLink.aspx?guid=76c8e668-37f6-4297-b0a1-c949c46c7310"&gt;original
article&lt;/a&gt;): 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
First version for VS2005 and using .NET 2.0 now for supporting generics and anoynmous
delegates (more useful comments now inside of anoynmous functions and code blocks
defined there).&lt;/li&gt;
&lt;li&gt;
Fixed again: No xml generation inside of methods (recent CodeRush version changed
its behaviour somehow). Check is now performed inside the recursive method, this fixes
all older issues too.&lt;/li&gt;
&lt;li&gt;
When commenter is disabled the globol hotkeys don't work anymore now.&lt;/li&gt;
&lt;li&gt;
Version number in options and a link to check if any new updates are available&lt;/li&gt;
&lt;li&gt;
Hotkey for generating comments and XML: Ctrl+1. Saves you typing '}' and doesn't require
you to go to the last line of a block all the time.&lt;/li&gt;
&lt;li&gt;
If using defines in the using statements the surrounding region is now generated properly.
Also adds automatically the #if DEBUG and #endif statements (which I use to exclude
NUnit from the release build) around using NUnit.Framework, which is often generated
by adding the namespace automatically or using some template.&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;p&gt;
&lt;a href="CR_Commenter.zip"&gt;Click here to download CR_Commenter.zip v1.5&lt;/a&gt;
&lt;br&gt;
&lt;a href="CR_Commenter_src.zip"&gt;And here is the sourcecode for CR_Commenter v1.5&lt;/a&gt; 
&lt;/p&gt;
&lt;a href="http://exdream.dyn.ee/blog/PermaLink.aspx?guid=76c8e668-37f6-4297-b0a1-c949c46c7310"&gt;&lt;img src="CommenterComparisonSmall.png" border="0" width="400"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;br&gt;
I also wanted to add an embed with region feature, but it is already pretty simple
with CodeRush if you know the hotkey: Select a block you want to build a region around
(e.g. a method, you can press ctrl+shift+up/down quickly select the method). Then
just press &lt;b&gt;Ctrl+R&lt;/b&gt;, thats it. 
&lt;p&gt;
If you are using CodeRush (and you need it for my Commenter) you should also &lt;a href="http://www.devexpress.com/Products/NET/CodeRush/Training.xml"&gt;check
out these new CodeRush tutorial Videos&lt;/a&gt; from Developer Express, they are pretty
cool and informative. 
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;a href="http://boo.codehaus.org/"&gt;&lt;img src="http://boo.codehaus.org/boo.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
I've also checked out the &lt;a href="http://boo.codehaus.org/"&gt;Boo Programming Language&lt;/a&gt; today
after playing around with IronPython the last couple of days. Boo is really cool and
introduces a couple of ideas I agree 100% with. I have to try it out a bit more. One
major problem is the fact there is no Visual Studio addin and typing in some editor
or the console is no fun at all. A plugin for &lt;a href="http://www.monodevelop.com/Main_Page"&gt;MonoDevelop&lt;/a&gt; and &lt;a href="http://www.icsharpcode.net/OpenSource/SD/Default.aspx"&gt;SharpDevelop&lt;/a&gt; does
exist (and is actually implemented in the latest versions), but while these are very
good open source IDEs, I'm a Visual Studio user and have a lot of addins I would miss
in any other editor.
&lt;/p&gt;
&lt;p&gt;
I use also use &lt;a href="http://www.ultraedit.com/"&gt;UltraEdit&lt;/a&gt;, which is pretty
cool and can be used for all kinds of shit (not only text, hex, html, but also millions
of source code formats). However, the Boo language is missing syntax highlighting
support in UltraEdit (while almost 1 million other languages are supported). I just
wrote this little wordfile myself for UltraEdit Boo syntax highlighting support: &lt;a href="boo.txt"&gt;boo.txt&lt;/a&gt;,
just add it to your UltraEdit wordfile.txt file. 
&lt;/p&gt;
&lt;p&gt;
Again: Boo is a cool language. I heard of it at the PDC, where I saw even the developer
in some session, but I never checked it really out (maybe it was too Linux oriented
for me). Maybe I will try to convert the SharpDevelop addin to Visual Studio if noone
else does it (because I would really want that feature when coding in Boo). I still
like Lua and Python too, but they don't have any intellisense support either, which
is one of the main reasons I haven't switched over to writing more in those languages
instead of c# right now.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=803399c1-5030-4c27-a31b-b1a088982ca8" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,803399c1-5030-4c27-a31b-b1a088982ca8.aspx</comments>
      <category>All;Boo;Game Development;Lua;Other;Programming</category>
    </item>
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      <dc:creator />
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,b9646192-c5e7-4173-a643-6773e1ba60b1.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=b9646192-c5e7-4173-a643-6773e1ba60b1</wfw:commentRss>
      <slash:comments>3</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">I'm working on a little other project right
now and that will take a while before I can show anything. Its about a new programming
language and testing out MSIL (.NET immediate language, looks like assembler) stuff. 
<p>
I wanted to make a review of this year, so instead of thinking to much about it, here
it goes. I will only talk about games, books or movies I know and saw, obviously this
all is just my opinion! Some entries are older than this year, but I saw, played or
watched them only this year. 
</p><p>
Btw: I wrote this whole article (which is almost 40k in html, which I always use when
writing blog entries) in a couple of hours and I have to say my keyboard layout I
invented last year is really kicking off. I'm writing faster than ever and stay as
relaxed as if I hadn't typed much at all. 
</p><p></p><h1>Content
</h1><ul><li><a href="#BestGames">Best Games</a></li><li><a href="#BestMovies">Best Movies</a></li><li><a href="#BestSoftware">Best Software</a></li><li><a href="#BestBooks">Best Programming Books</a></li></ul><p></p><p><a name="BestGames"></a></p><h1>Best Games
</h1>
The best game for me is still <b>StarCraft</b>, so lets talk about games that did
come out this year.<p>
Action games and others (only the best). In just the last 3 months a really big number
of shooters did came out, all of them are really good. Strategy games are handled
seperately below this section.<br /></p><table border="0"><tbody><tr><td valign="top"><a href="http://www.ea.com/official/battlefield/battlefield2/us/home.jsp"><img src="images/Best2005/BattleField2.jpg" /></a></td><td valign="top"><a href="http://www.ea.com/official/battlefield/battlefield2/us/home.jsp"><b>Battle
Field 2</b></a> 4/5: Not much to talk about here. This will be propably game of the
year if voted by online gamers. It is a good solid online game, but a bit too time
consuming and too realistic for me. I'm more on the fun side when playing a shooter.
The predecessor <b>Codename: Eagle</b> (that is before <b>Battle Field 1</b>, back
in the year 2000) had already a lot of the game play in it and was oriented more on
the fun side. I still like to play it on LANs. Battle Field 2 is also a great game
for LANs, if you have enough people.</td></tr></tbody></table><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.croteam.com/"><img src="images/Best2005/SeriousSam2.jpg" /></a></td><td valign="top"><a href="http://www.croteam.com/"><b>Serious Sam 2</b></a> 5/5: Serious Sam is just
a great fun game. I especially like it because I can play it like Quake for a couple
of minutes and then return to working. There are not much games around today to do
that. Also the amazing mass of levels and cool ideas in this game are just great.
It is also the best coop shooter ever and part 2 is as much fun as the first Serious
Sam. The only thing a bit annoying is the video skip error in coop mode and that there
are no times in the games were you can relax, it is action - action - action! I already
played it from start to finish twice, really good job croteam (once mostly alone and
once in coop again).</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://quake4.ravengames.com/"><img src="images/Best2005/Quake4.jpg" /></a></td><td valign="top"><a href="http://quake4.ravengames.com/"><b>Quake 4</b></a> 4/5: Hey now! I'm a big
fan of all Doom and Quake games, I've played them all and they invented the whole
shooter world today. <b>Doom 3</b> was a disappointment for many people and Quake
4 looks exactly the same. However the gameplay is really good and except the fact
that the first couple of missions are way to easy IMO the game gets really good and
hard in the second half. It has a decent amount of levels and is a really good singleplayer
shooter overall. The multiplayer part makes like in Doom3 no sense at all, I still
can't understand why so much good singleplayer games force themselfs to implement
a multiplayer which just can't work with this kind of a game (same think for Fear
btw). The scenes in the first half of the game get really brutal, but if you know
about Doom 3, you won't get shooked by Quake 4.</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.whatisfear.com/"><img src="images/Best2005/Fear.jpg" /></a></td><td valign="top"><a href="http://www.whatisfear.com/"><b>Fear</b></a> 3/5: This game got me really
exciting and the demo was a hell of a demo, one of the best shooter demos I've ever
played. The first couple of missions are still good, but then it gets boring and more
boring. You have seen all the graphical effects and buh ho the girl and that old man
that appear in some corner or directly in front of you don't shock you anymore. The
more I played the more bored I got, I haven't finished that game yet. And that is
a really bad sign because I usually play every single game I like from start to finish.
It reminded me a bit of <b>Project: Snowblind</b>, which got boring after a while
too and I never finished it. Anyway, if you get shocked or like horror or action movies
this game is for you (ok, you might need a powerful and fast computer too).</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.callofduty.com/cod2/"><img src="images/Best2005/CallOfDuty2.jpg" /></a></td><td valign="top"><a href="http://www.callofduty.com/cod2/"><b>Call of Duty 2</b></a> 4/5: Call of Duty
1 was a big success. I liked really don't like any World-War-II games because they
are almost all the same and there are way too much games with this setting. However
Call of Duty was different, it was fun to play and the missions were designed really
good. The only thing of part 1 which annoyed me a little was the incredible short
singleplayer (4 hours and it was already over). Call of Duty 2 is very similar to
the first part, but includes new settings and exciting new graphical effects. Overall
the game is produced really good. I haven't completed it yet, but I plan to play it
soon. People who have played it liked it a lot. There are a lot of fan sites and stuff
around, but I remember some strike some time ago because the community didn't want
to wait any longer for the game SDK and said they want to stop playing CoD. Dunno
what happend to that.</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.guildwars.com/"><img src="images/Best2005/GuildWars.jpg" /></a></td><td valign="top"><a href="http://www.guildwars.com/"><b>Guild Wars</b></a> 3/5: Guild Wars is a really
good MMORPG (massive multiplayer online role playing game) and a lot like <b>World
of WarCraft</b> (which is also a nominee for the best game of this year for most RPG
fans), but it doesn't cost 15 bucks each month. I tried it out in may or something,
but it didn't motivate me enough. I only played to level 10 or so and then stopped
playing because I had other things to do. Thats the main problem with RPG games these
days, they take too much time and they are just too chaotic and not shooter like enough.
I like the older games like <b>Diablo2</b> or <b>Sacred</b> (btw: the Sacred addon
which came out this year was fun too) much more, which are fun to play for a while
and then I can throw them away.</td></tr></tbody></table></p><p>
Strategy Games (RTS):
</p><p></p><table border="0"><tbody><tr><td valign="top"><a href="http://www.atari.com/actofwar/"><img src="images/Best2005/ActOfWar.jpg" /></a></td><td valign="top"><a href="http://www.atari.com/actofwar/"><b>Act of War</b></a> 3/5: At the first look
this game is all about graphics and effects, the videos. Then after the second look
it is even worse, there is no good unit handling possible and almost no balance at
all in the game. However, it was still fun to play the singleplayer (as short as it
was) and overall it was an ok game. The multiplayer is due the missing balance and
the immense amounts of hitpoints each unit kills not really fun. C&amp;C players will
like this game more than StarCraft or WarCraft gamers.</td></tr></tbody></table><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.ea.com/official/armiesofexigo/armiesofexigo/us/"><img src="images/Best2005/ArmiesOfExigo.jpg" /></a></td><td valign="top"><a href="http://www.ea.com/official/armiesofexigo/armiesofexigo/us/"><b>Armies of
Exigo</b></a> 3/5: This game did come out November 2004, but I had no time to play
it back then (only the demo once). Like The Lord of the Rings RTS game (see below)
it is very similar to WarCraft III, but IMO Armies of Exigo is way better despite
the really bad success it had (almost noone knows about this game). Armies of Exigo
was planned as progamer game, has some really decent videos and nice graphics (almost
as good as LotR and way better than WarCraft III). However, all community sites have
closed and there is absolutely noone playing online (and not offline either ^^ the
marketing sucked even worse than for <b>Arena Wars</b>, and this is an EA Game). Anyway,
it is still one of the best RTS games I played this year.</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.ea.com/official/lordoftherings/thebattleformiddleearth/us/home.jsp"><img src="images/Best2005/LordOfTheRings.jpg" /></a></td><td valign="top"><a href="http://www.ea.com/official/lordoftherings/thebattleformiddleearth/us/home.jsp"><b>The
Lord of the Rings: The Battle for Middle-earth</b></a> 2/5: Basically this game is
exactly the same as <b>Armies of Exigo</b> except the big name and the amazing marketing
and success. I personally don't like this game at all. The singleplayer is boring
as hell, every mission is the same and only the first couple of missions were made
interessting. The multiplayer is even worse, there is no good balance and the gameplay
itself is boring as hell with all the heroes and bunkering in bases. When I compare
LotR online players (e.g. in the ESL or Giga leagues) with other RTS gamers (like
WarCraft III or StarCraft) it is really sick: The LotR are sitting there playing with
one hand only and clicking the mouse a couple of times per minute. On the other hand
WarCraft III or StarCraft players use both hands and click like 50 times per second
and almost destroy their keyboards while playing (which is also more fun to watch
^^).</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.earth2160.com/index.php"><img src="images/Best2005/Earth2160.jpg" /></a></td><td valign="top"><a href="http://www.earth2160.com/index.php"><b>Earth 2160</b></a> 1/5: Another game
where almost every screenshot looks like it is a shooter. Last year a lot of games
like that did come out, all sucked. But the bad controls or the strange screenshots
are not the problem of this game. The intensions and ideas for Earth are really good
and the graphics look fine too, but the game is just no fun to play. The singleplayer
is just boring as hell. You get the feeling like no of the designers plays any other
RTS game. It is more fun to play Warcraft I or Dune 2 (which are almost 14 years old).
The multiplayer makes absolutely no sense at all, it is very hard even to log on and
when you finally made it there is noone around. I played online once or twice and
it is really just crazy how imbalanced this game is. PC Game magazine claim this game
has a great balance and when you actually trying to play it seriously it is like running
against a wall. Tip: Choose the alien race and just build few brain bugs, you can't
lose a game now. Better tip: Don't play this game at all. And don't ask me why this
game has so many awards it doesn't deserve.</td></tr></tbody></table></p><p><table border="0"><tbody><tr><td valign="top"><a href="http://www.ageofempires3.com/"><img src="images/Best2005/AoeIII.jpg" /></a></td><td valign="top"><a href="http://www.ageofempires3.com/"><b>Age of Empires III</b></a> 3/5: And finally
a couple of month back a new Age of Empires game came out. The graphics are really
good and it is one of the first RTS games ever to make good use of shaders and normal
maps. It is a solid game and especially something for fans of the Age of Empires games.
The Age of Empires games did never really convince me. Maybe I just don't like the
setting, Sci-Fi or the present time is much more interessting to me. Other than that
I havn't played AoEIII a lot yet, I can only tell you that the heroes idea and the
extras you get from your hometown are really bad ideas IMO. While I would say AoE
is more of a singleplayer game than a good balanced multiplayer game, the already
big online community of AoE does tell me the opposite. There are already a lot of
leagues with AoE in it.</td></tr></tbody></table></p><p>
As you can see I'm not very friendly to RTS games. I rather play older games like
StarCraft, WarCraft III or even C&amp;C Generals than any of the RTS games this year
(yesterday I even played WarCraft I (1994) from start to finish, cool game ^^).
</p><p>
I don't know of any other RTS game that did come out this year, maybe I missed one?
Btw: I don't count Tactical games like Panzers into strategy games. Neither do The
Sims or games like The Settlers or Civilization count on my list ;-) I'm not saying
these games are bad, I just don't play them and couldn't tell you if they are bad
or really bad, hehe. Also I think Civilization was the best game in its time and The
Settlers 1 was really great fun, but why do I have to play the same game over and
over again every year? Its just boring and the new sequel games don't add anything
exciting to it. Anyways, the sell like shit and people keep producing them ... 
</p><p>
Ok, enough overview. I played few more games this year, but most of the games I just
don't like and I uninstall them after a couple of minutes playing them. Other games
are only small games or shareware and they are not worth standing next to this big
games ^^ 
</p><p>
So whats the best game for me this year? On the shooter department it is <b>Serious
Sam 2</b>, which has the greatest replay value (I didn't even finish Fear and I will
not play Quake 4 again for a while). For the strategy games above I would say <b>Act
of War</b> and <b>Armies of Exigo</b> were the best RTS games released this year.
I don't play AoEIII, but compared to Act of War or Armies of Exigo it is much better
produced and has better graphics, I guess most people will vote AoEIII as the best
RTS game this year. But please don't mention Earth 2160 ever again :D Lord of the
Rings will stay with us for a while, no matter of what I think or how good or bad
the game actually is. 
</p><p>
So why not make StarCraft the game of the year 2005? I played it more than any other
game this year :D It is amazing how much comunity sites and leagues were created this
year for this 8 years old game (GosuGamers.net, PGTour, ESL-Pro Bw, GGL AmeriCup,
etc.). 
</p><p>
Some links about top games this year:<br /><a href="http://www.1up.com/do/feature?cId=3140792">Best of E3 2005</a><br /><a href="http://pc.ign.com/articles/619/619565p1.html">IGN PC Best of E3 2005</a><br /><a href="http://www.firingsquad.com/games/top_10_2004/default.asp">Top 10 2004 (more
like Top 10 of all time)</a><br /></p><p></p><p><a name="BestMovies"></a></p><h1>Best Movies
</h1>
Well, I watch some movies from time to time too, but I can't remember them a week
later ^^ For this reason this section is really short. For a great movie site and
I bet they will do some 2005 review too, take a look at <a href="http://www.rottentomatoes.com/">www.rottentomatoes.com</a>.<p></p><ul><li><b>King Kong</b> 4/5: I just saw it a week ago, so I can still remember. It is amazing
that this movie cost 207 million dollars. It is a really stupid movie and somehow
I expected too much. Once you relax and just "watch" the movie (if you don't fall
asleep in the first half) it is actually a good action movie. The dinosauriers were
fun and King Kong running around in New York was great too. Just don't talk about
making sense ^^</li><li><b>Serenity</b> 5/5: I'm a fan of the Firefly series, so it is no wonder that I like
this movie, which is based on the Firefly series, which was canceled after 1 season
2 years ago. Basically the idea was to mix the wild wild west with a sci-fi theme
in space. The characters are really interessting and it is just fun to watch, they
don't take themself too serious like some of the Star-Trek series. Anyway, this movie
is really good, also for non-fans, it is produced ok and the storyline is interessting
and exciting too.</li><li><b>Harry Potter and the whatever this year</b> 3/5: Well, I watched the first one
and then skipped the other two and suddently Harry Potter became really old and some
of the scenes (like the bubble bath scene) were really inappropriate IMO. For Harry
Potter fans this is a good movies, for the rest of us, it is just ok.</li><li><b>The 40 Year Old Virgin</b> 5/5: This is a really funny movie and I liked it.</li><li><b>Mr. and Mrs. Smith</b> 4/5: I just like Angelina Jolie, so every movie with her
in it has to be good. Well, don't remind me of Tomb Raider. Anyhow, this movie is
actually fun to watch and has a funny plot.</li><li><b>Madagascar</b> 4/5: A nice family comedy (I went with my little sister), but the
amount of CGI movies the last couple of years is rather sickening. But if you only
watch every 10th of them, they are actually good ^^</li><li><b>War of the Worlds</b> 4/5: A lot of people really hated this movie. I can't understand
why, it was a solid sci-fi movie and I really liked the idea to tell the story from
a completly other perspective (not the usually 1 man kills all boring action shit).
Maybe it was Tom Cruise, who is really stupid (ever heard him talk in an interview?),
but he is a hell of an actor and I still think this movie is one of the better ones
from Spielberg these years.</li></ul>
Ok, I can't remember more movies right now, who cares anyway :D 
<p><a name="BestSoftware"></a></p><h1>Best Software
</h1>
Well, the award goes to <a href="http://msdn.microsoft.com/vstudio/">Visual Studio
2005</a>, there is no competion, next section please :D 
<p>
No, seriously: For programmers <a href="http://msdn.microsoft.com/vstudio/">Visual
Studio 2005</a> is the greatest thing happend this year. Even the beta, which I start
using at the beginning of this year was very useful and made me much more productive.
Ok, lets try to think of anything else: 
</p><ul><li><a href="http://www.testdriven.net/">TestDriven.NET</a>: This rather simple NUnit
addin for Visual Studio is a great way to use unit testing in Visual Studio, you can
also use the implemented Visual Studio Test System (which is good if you plan to use
Visual Studio Team System in the future), but if you just have Visual Studio Express
NUnit is your only good choice. Download it from <a href="http://www.testdriven.net/">www.testdriven.net</a>.
The TestDriven.NET Version 2.0 for Visual Studio 2005 is available since last month
too, good stuff.</li><li><a href="http://www.devexpress.com/Products/NET/CodeRush/">CodeRush</a>: Not really
a new tool this year, but it is still updated and the most useful Visual Studio addin
for me. They just made a couple of <a href="http://www.devexpress.com/Products/NET/CodeRush/Training.xml">cool
tutorial videos</a> for it a couple of days back. I've also written an plugin for
it: <a href="http://exdream.dyn.ee/blog/PermaLink.aspx?guid=76c8e668-37f6-4297-b0a1-c949c46c7310">CR_Commenter</a>.</li><li><a href="http://developer.nvidia.com/object/fx_composer_home.html">FX Composer v1.8</a>:
The best shader edit tool around and NVidia still keeps updating it. Even our graphic
artists use it now, after hiding the code and just showing them the buttons and scene
preview, they are happy and can use it just fine to finetune shaders.</li><li><a href="http://www.gotdotnet.com/workspaces/workspace.aspx?id=ad7acff7-ab1e-4bcb-99c0-57ac5a3a9742">IronPython</a>:
IronPython is the implementation of Python in .NET and it outperforms the original
script language by the factor 2 or even better. I played a little bit with it after
the PDC this year and it made my think of a couple of new ideas. I'm still a fan of
Lua and think it is the better and easier choice for small programs or just saving
small scripts. However, the work of the IronPython guys - who work at Microsoft now
- is really amazing.</li></ul>
Can't remember more plugins, but I'm sure I used a lot more and tryed out a lot of
stuff this year. Check out this list of <a href="http://msdn.microsoft.com/msdnmag/issues/04/07/MustHaveTools/default.aspx">Ten
Must-Have Tools Every Developer Should Download Now (by MSDN Magazine)</a>. I will
not go into detail about other useful programs and tools like Photoshop CS2, 3DS Max
8, Miranda IM, Skype, etc. there are better sites than mine for that :D 
<p><a name="BestBooks"></a></p><h1>Best Programming Books
</h1>
Graphics and Shader technologies:<br /><ul><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.gameprogramminggems.com/"><img src="http://images.amazon.com/images/P/1584503521.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.gameprogramminggems.com/"><b>Game Programming Gems 5</b></a> 5/5:
Like any other Game Programming Gems Book this one is no exception, it is just great.
You can read it from front to back or use it as a reference if you look for solution
to common game programming problems and even programming problems in general. It covers
7 sections from general programming and mathematics over AI and physics to finally
Graphics, Network and Audio. This one is the most recommended game programming book
series.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.shaderx4.com/"><img src="http://images.amazon.com/images/P/1584504250.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.shaderx4.com/"><b>ShaderX4</b></a> 4/5: Another book series, I
read the first 3 and use them as a reference whenever I look for cool shader effects.
The 4th volume isn't released yet (but is comming this or next week, I preordered
it a while back). I expect the content to be as good as the predecessors. Wolfgang
Engel is a good editor and I heard him speaking at the Quo Vadis developer conference,
he knows a lot about shaders ^^.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://developer.nvidia.com/object/gpu_gems_2_home.html"><img src="http://images.amazon.com/images/P/0321335597.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://developer.nvidia.com/object/gpu_gems_2_home.html"><b>GPU Gems 2</b></a> 4/5:
And another book series (does it ever stop?). Good stuff for NVidia developers (I
like NVidia), but since most shaders work fine on ATI hardware too (except you tried
to write PS3.0 when ATI still hadn't any cards for that), it is a good shader book.
It covers some nice tricks and can be compared to the ShaderX books. Unlike the Game
Programming Gems or the ShaderX books every page is printed in color and this makes
it also a good colorful picture book where I can show effects to my artist guys, who
won't even bother to look if it isn't a nice picture.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1592000924/103-7619326-7351033"><img src="http://images.amazon.com/images/P/1592000924.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1592000924/103-7619326-7351033"><b>Shaders
for Game Programmers and Artists</b></a> 3/5: This is one of the first shader books
I've read, but even for a first book I think it is too shallow. It jumps right into
post screen shaders, which are very advanced IMO and then continues with much easier
shaders. The book is all about ATIs RenderMonkey tool, which I don't like because
the output is unusable (I need freaking fx files). It is still a good shader book
and may be helpful for artists, beginners or people who just want an overview of shader
technologies.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1584503491/103-7619326-7351033"><img src="http://ec1.images-amazon.com/images/P/1584503491.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1584503491/103-7619326-7351033"><b>Programming
Vertex &amp; Pixel Shaders</b></a> 4/5: This book is the best and most complete shader
programming book for anyone seriously wanting to go into shader technologies. It is
a bit harder to read than the previous one and sometimes way to mathematical instead
of just having fun with shaders, but it pays of because you learn all basic shader
technologies you will ever need. Again a book by Wolfgang Engel (like the ShaderX
books, which are more advanced).</td></tr></tbody></table></li></ul><p></p><p>
AI Programming:<br /></p><ul><p></p><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1584503440/103-7619326-7351033"><img src="http://images.amazon.com/images/P/1584503440.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1584503440/103-7619326-7351033"><b>AI Game
Engine Programming</b></a> 4/5: I just got this book together with Programming AI
by Example few weeks ago, so I haven't read it all yet. But from the looks of it,
it goes into a lot of shooter AI problems and discusses useful techniques, not only
about AI, but also how to use scripts (Lua), how to write all kind of state machines
and neural nets. The CD does not only contain all sourcecode and figures, but also
a bunch of useful web bookmarks sorted by category, I like that :)</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1556220782/103-7619326-7351033"><img src="http://images.amazon.com/images/P/1556220782.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1556220782/103-7619326-7351033"><b>Programming
Game AI by Example</b></a> 4/5: This book is a bit more for beginners and immediate
programmers than the rest of the books here. It is still a great book, but it "only"
explains how to get into AI programming, as soon as you are ready to go, the book
ends. The book starts with math and physics and does a good job explaining them. Then
it goes to state driven design and continues with game agents. It does also cover
questions about path finding, fuzzy logic and scripting. It is written by the founder
of <a href="http://www.ai-junkie.com">www.ai-junkie.com</a> and written really good.
My only critic is the fact that it is a good beginner book (and how likes to be considered
as a beginner ^^). Anyway, I got it together with the previous book at the same price
and thats really ok. Maybe it is good for a reference or to tell interns or wannabe
AI programmers "Go read that".</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1584500778/103-7619326-7351033"><img src="https://images-na.ssl-images-amazon.com/images/P/1584500778.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1584500778/103-7619326-7351033"><img src="https://images-na.ssl-images-amazon.com/images/P/1584502894.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1584500778/103-7619326-7351033"><b>AI Game
Programming Wisdom I and II</b></a> 5/5: Similar to Game Programming Gems this series
is all about finding skilled professionals writing capters and articles, which do
really help you out. Steve Rabin is the editor and did also edit the Game Programming
Gems AI sections, he also is the creator of <a href="http://www.aiwisdom.com/index.html">www.AIWisdom.com</a>.
Like the other two AI books I havn't read all of it (I'm so busy you know), but from
what I've seem and read this is a really helpful resource when doing anything releated
to AI programming.</td></tr></tbody></table></li></ul><p></p><p>
General Development and Programming: 
</p><ul><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/0201485672/103-7619326-7351033"><img src="https://images-na.ssl-images-amazon.com/images/P/0201485672.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/0201485672/103-7619326-7351033"><b>Refactoring:
Improving the Design of Existing Code</b></a> 4/5: <a href="http://blogs.msdn.com/dirkpr/">Dirk
Primbs</a> said to me when I read this book on the flight to the PDC that you could
probably dry up a cellar with this book. Maybe he is right, this book is all about
crazy design pattern and rules. The first couple of capters are good to read and the
rest is more of a reference. Anyway, the idea counts and refactoring is one of the
most useful processes today in writing big programs. Good book, was written in 1999
and still applies 100%.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1556159005/103-7619326-7351033"><img src="https://images-na.ssl-images-amazon.com/images/P/1556159005.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1556159005/103-7619326-7351033"><b>Rapid
Development</b></a> 4/5: This is a good book about software design and keeping schedules,
but it is a bit too long and sometimes hard to read (you know I have this problem
of reading only half the book and then never finding time to finish it ^^). It was
written back in 1996 and the techniques described still apply, but some of the ideas
are not as flexible as they could be with all this new technology around (e.g. when
using agile methologies you have to plan differently). Still it is a very good book
and it contains a couple of interessting stories from big products like MS Word and
how they never kept their schedule ^^</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/0735619670/103-7619326-7351033"><img src="https://images-na.ssl-images-amazon.com/images/P/0735619670.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/0735619670/103-7619326-7351033"><b>Code
Complete 2</b></a> 5/5: One of the best books ever for any kind of programmer. It
is about describing the process of developing software and helps you to find out the
most efficient ways to manage your projects. It does go into great detail by explaining
which data structures, which routines, which loops or which strategies are the most
useful. It is one of the books I would recommend both to new programmers and to experienced
programmers the same way. This book just helps anyone and should be on every programmers
desk, not the book shelf.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/0131240714/103-7619326-7351033"><img src="http://images.amazon.com/images/P/0131240714.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/0131240714/103-7619326-7351033"><b>Managing
Agile Projects</b></a> 4/5: What does Agile Projects mean? It is about scaling and
customizing your project depending on the customer feedback . That sounds still to
vage? Ok, it does mean that you don't plan every single bit before writing code, but
to cut your project into smaller pieces and only plan the overview and then directly
start developing. Now you can present a very early version really fast and with the
help of feedback (customers or yourself) you can adjust your project instead of wasting
time and resources developing something noone wants. You can also shorten specific
parts of your project if you see there is no time left or other parts are more important,
which again is not possible if you had planed every bit of your project in advance.
It is a technique that goes hand in hand with Unit Testing and Refactoring (see above).
This book does give a very broad overview and doesn't really talk about coding, its
just methologies. Anyway, its a good book (not too long, this way I can actually finish
it even with my book reading problem, see above, hehe).</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1590591410/103-7619326-7351033"><img src="http://images.amazon.com/images/P/1590591410.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1590591410/103-7619326-7351033"><b>Maximizing
.NET Performance</b></a> 5/5: I'm a performance freak. In the past I often tried to
reimplement existing and working code into assembler just to see how much faster it
could get. Later I found out that it is often much more important to work at a much
higher level and rethink a problem until the solution is good enough to run very fast
even if not optimized to every bit. This is still true and I still think that most
performance problems come from bad coding or suboptimal algorithms and not because
of the language. However to even think of good solutions you need some knowledge of
what is possible, what is fast and how do certain things affect your performance.
This book gives you a very useful inside of .NET and covers a lot of tricks and tips
about .NET performance. It is also a good reference book.</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/1590591372/103-7619326-7351033"><img src="http://images.amazon.com/images/P/1590591372.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/1590591372/103-7619326-7351033"><b>Code
Generation in Microsoft .NET</b></a> 4/5: Last year I heard <a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=9EF98B31-5CB4-4710-8C21-411FD8959268&amp;displaylang=en">this</a><a href="http://www.DotNetRocks.com">DotNetRocks
radio show</a> and Kathleen Dollard was the guest. She talked about Code Generation
using templates and other tricks. I immediatly bought this book. It is mostly written
in Visual Basic, but a c# convertion does exist too. It does a good job explaining
how to use Code Generation with the CodeDom, but does not go into detail about MSIL
(which I was more interessted in). Anyway, the book is written nicely and I could
learn a lot from it. The books presents an entire framework for building SQL bindings,
stored proceduces and building WinForms from XML templates. It is also one of the
first books on this subject (and maybe still the only one going into the CodeDom instead
of MSIL).</td></tr></tbody></table></li></ul><p></p><p>
Other: 
</p><ul><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/8590379817/103-7619326-7351033"><img src="http://images.amazon.com/images/P/8590379817.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/8590379817/103-7619326-7351033"><b>Programming
in Lua</b></a> 5/5: This is THE book for Lua programmers. It is also available for
free to download from <a href="http://lua.org">lua.org</a>. I first read the online
version and then bought the book because it is so good and it helps to have a reference.
Lua is a very simple script language. But sometimes it is so simple that you just
don't know which keyword to use or what to type. Having a few useful code examples
every other page is the biggest help ever. With help of this book I learned Lua in
1-2 days and could really do useful stuff with it (instead of writing just hello like
most languages you learn in a short time).</td></tr></tbody></table></li><li><table border="0"><tbody><tr><td valign="top"><a href="http://www.amazon.com/gp/product/0131460994/103-7619326-7351033"><img src="http://images.amazon.com/images/P/0131460994.01._SCTZZZZZZZ_.jpg" /></a></td><td valign="top"><a href="http://www.amazon.com/gp/product/0131460994/103-7619326-7351033"><b>Chris
Crawford on Game Design</b></a> 5/5: I recommend this book because it is easy and
fun to read. Chris Crawford sound sometimes a little crazy and the fact that he hasn't
released any games in the last couple of years might speak against him, but his experiences
from the past (he talks about the 70th, 80th and 90th and games he has done and many
other classic and inovative games. He goes also into detail what is missing in most
games today and how to fix that (very theoretical, but his thoughs are interessting).
Even if you are not smarter after reading this book, you will feel smarter.</td></tr></tbody></table></li></ul><p>
Ok, that's it. I have a couple of more books lying around here (like Extreme Programming
Adventures in c#, Physics for Game Developers or The Pragmatic Programmers), but I
have not read them yet and can't give a good review about them, but they are all good
books I guess. I also recommend <a href="http://www.amazon.com/exec/obidos/tg/detail/-/0446690791/103-7619326-7351033">The
Odd Todd Handbook: Hard Times, Soft Couch</a>, which has nothing to do with programming,
but helps you sometime to get up and not end like him. 
</p><p>
I hope you like my review of 2005. If not or you have anything to add and don't encounter
the Internet Explorer bug not able to post comments, you can post a comment below
^^
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=b9646192-c5e7-4173-a643-6773e1ba60b1" /></body>
      <title>The year 2005 - Reviews of Games, Movies, Software and Programming Books</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,b9646192-c5e7-4173-a643-6773e1ba60b1.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2005/12/28/TheYear2005ReviewsOfGamesMoviesSoftwareAndProgrammingBooks.aspx</link>
      <pubDate>Wed, 28 Dec 2005 03:44:01 GMT</pubDate>
      <description>I'm working on a little other project right now and that will take a while before I can show anything. Its about a new programming language and testing out MSIL (.NET immediate language, looks like assembler) stuff.
&lt;p&gt;
I wanted to make a review of this year, so instead of thinking to much about it, here
it goes. I will only talk about games, books or movies I know and saw, obviously this
all is just my opinion! Some entries are older than this year, but I saw, played or
watched them only this year. 
&lt;/p&gt;
&lt;p&gt;
Btw: I wrote this whole article (which is almost 40k in html, which I always use when
writing blog entries) in a couple of hours and I have to say my keyboard layout I
invented last year is really kicking off. I'm writing faster than ever and stay as
relaxed as if I hadn't typed much at all. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;h1&gt;Content
&lt;/h1&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="#BestGames"&gt;Best Games&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#BestMovies"&gt;Best Movies&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#BestSoftware"&gt;Best Software&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#BestBooks"&gt;Best Programming Books&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a name="BestGames"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;h1&gt;Best Games
&lt;/h1&gt;
The best game for me is still &lt;b&gt;StarCraft&lt;/b&gt;, so lets talk about games that did
come out this year.&lt;p&gt;
Action games and others (only the best). In just the last 3 months a really big number
of shooters did came out, all of them are really good. Strategy games are handled
seperately below this section.&lt;br&gt;
&lt;/p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ea.com/official/battlefield/battlefield2/us/home.jsp"&gt;&lt;img src="images/Best2005/BattleField2.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ea.com/official/battlefield/battlefield2/us/home.jsp"&gt;&lt;b&gt;Battle
Field 2&lt;/b&gt;&lt;/a&gt; 4/5: Not much to talk about here. This will be propably game of the
year if voted by online gamers. It is a good solid online game, but a bit too time
consuming and too realistic for me. I'm more on the fun side when playing a shooter.
The predecessor &lt;b&gt;Codename: Eagle&lt;/b&gt; (that is before &lt;b&gt;Battle Field 1&lt;/b&gt;, back
in the year 2000) had already a lot of the game play in it and was oriented more on
the fun side. I still like to play it on LANs. Battle Field 2 is also a great game
for LANs, if you have enough people.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.croteam.com/"&gt;&lt;img src="images/Best2005/SeriousSam2.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.croteam.com/"&gt;&lt;b&gt;Serious Sam 2&lt;/b&gt;&lt;/a&gt; 5/5: Serious Sam is just
a great fun game. I especially like it because I can play it like Quake for a couple
of minutes and then return to working. There are not much games around today to do
that. Also the amazing mass of levels and cool ideas in this game are just great.
It is also the best coop shooter ever and part 2 is as much fun as the first Serious
Sam. The only thing a bit annoying is the video skip error in coop mode and that there
are no times in the games were you can relax, it is action - action - action! I already
played it from start to finish twice, really good job croteam (once mostly alone and
once in coop again).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://quake4.ravengames.com/"&gt;&lt;img src="images/Best2005/Quake4.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://quake4.ravengames.com/"&gt;&lt;b&gt;Quake 4&lt;/b&gt;&lt;/a&gt; 4/5: Hey now! I'm a big
fan of all Doom and Quake games, I've played them all and they invented the whole
shooter world today. &lt;b&gt;Doom 3&lt;/b&gt; was a disappointment for many people and Quake
4 looks exactly the same. However the gameplay is really good and except the fact
that the first couple of missions are way to easy IMO the game gets really good and
hard in the second half. It has a decent amount of levels and is a really good singleplayer
shooter overall. The multiplayer part makes like in Doom3 no sense at all, I still
can't understand why so much good singleplayer games force themselfs to implement
a multiplayer which just can't work with this kind of a game (same think for Fear
btw). The scenes in the first half of the game get really brutal, but if you know
about Doom 3, you won't get shooked by Quake 4.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.whatisfear.com/"&gt;&lt;img src="images/Best2005/Fear.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.whatisfear.com/"&gt;&lt;b&gt;Fear&lt;/b&gt;&lt;/a&gt; 3/5: This game got me really
exciting and the demo was a hell of a demo, one of the best shooter demos I've ever
played. The first couple of missions are still good, but then it gets boring and more
boring. You have seen all the graphical effects and buh ho the girl and that old man
that appear in some corner or directly in front of you don't shock you anymore. The
more I played the more bored I got, I haven't finished that game yet. And that is
a really bad sign because I usually play every single game I like from start to finish.
It reminded me a bit of &lt;b&gt;Project: Snowblind&lt;/b&gt;, which got boring after a while
too and I never finished it. Anyway, if you get shocked or like horror or action movies
this game is for you (ok, you might need a powerful and fast computer too).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.callofduty.com/cod2/"&gt;&lt;img src="images/Best2005/CallOfDuty2.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.callofduty.com/cod2/"&gt;&lt;b&gt;Call of Duty 2&lt;/b&gt;&lt;/a&gt; 4/5: Call of Duty
1 was a big success. I liked really don't like any World-War-II games because they
are almost all the same and there are way too much games with this setting. However
Call of Duty was different, it was fun to play and the missions were designed really
good. The only thing of part 1 which annoyed me a little was the incredible short
singleplayer (4 hours and it was already over). Call of Duty 2 is very similar to
the first part, but includes new settings and exciting new graphical effects. Overall
the game is produced really good. I haven't completed it yet, but I plan to play it
soon. People who have played it liked it a lot. There are a lot of fan sites and stuff
around, but I remember some strike some time ago because the community didn't want
to wait any longer for the game SDK and said they want to stop playing CoD. Dunno
what happend to that.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.guildwars.com/"&gt;&lt;img src="images/Best2005/GuildWars.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.guildwars.com/"&gt;&lt;b&gt;Guild Wars&lt;/b&gt;&lt;/a&gt; 3/5: Guild Wars is a really
good MMORPG (massive multiplayer online role playing game) and a lot like &lt;b&gt;World
of WarCraft&lt;/b&gt; (which is also a nominee for the best game of this year for most RPG
fans), but it doesn't cost 15 bucks each month. I tried it out in may or something,
but it didn't motivate me enough. I only played to level 10 or so and then stopped
playing because I had other things to do. Thats the main problem with RPG games these
days, they take too much time and they are just too chaotic and not shooter like enough.
I like the older games like &lt;b&gt;Diablo2&lt;/b&gt; or &lt;b&gt;Sacred&lt;/b&gt; (btw: the Sacred addon
which came out this year was fun too) much more, which are fun to play for a while
and then I can throw them away.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
Strategy Games (RTS):
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.atari.com/actofwar/"&gt;&lt;img src="images/Best2005/ActOfWar.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.atari.com/actofwar/"&gt;&lt;b&gt;Act of War&lt;/b&gt;&lt;/a&gt; 3/5: At the first look
this game is all about graphics and effects, the videos. Then after the second look
it is even worse, there is no good unit handling possible and almost no balance at
all in the game. However, it was still fun to play the singleplayer (as short as it
was) and overall it was an ok game. The multiplayer is due the missing balance and
the immense amounts of hitpoints each unit kills not really fun. C&amp;amp;C players will
like this game more than StarCraft or WarCraft gamers.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ea.com/official/armiesofexigo/armiesofexigo/us/"&gt;&lt;img src="images/Best2005/ArmiesOfExigo.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ea.com/official/armiesofexigo/armiesofexigo/us/"&gt;&lt;b&gt;Armies of
Exigo&lt;/b&gt;&lt;/a&gt; 3/5: This game did come out November 2004, but I had no time to play
it back then (only the demo once). Like The Lord of the Rings RTS game (see below)
it is very similar to WarCraft III, but IMO Armies of Exigo is way better despite
the really bad success it had (almost noone knows about this game). Armies of Exigo
was planned as progamer game, has some really decent videos and nice graphics (almost
as good as LotR and way better than WarCraft III). However, all community sites have
closed and there is absolutely noone playing online (and not offline either ^^ the
marketing sucked even worse than for &lt;b&gt;Arena Wars&lt;/b&gt;, and this is an EA Game). Anyway,
it is still one of the best RTS games I played this year.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ea.com/official/lordoftherings/thebattleformiddleearth/us/home.jsp"&gt;&lt;img src="images/Best2005/LordOfTheRings.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ea.com/official/lordoftherings/thebattleformiddleearth/us/home.jsp"&gt;&lt;b&gt;The
Lord of the Rings: The Battle for Middle-earth&lt;/b&gt;&lt;/a&gt; 2/5: Basically this game is
exactly the same as &lt;b&gt;Armies of Exigo&lt;/b&gt; except the big name and the amazing marketing
and success. I personally don't like this game at all. The singleplayer is boring
as hell, every mission is the same and only the first couple of missions were made
interessting. The multiplayer is even worse, there is no good balance and the gameplay
itself is boring as hell with all the heroes and bunkering in bases. When I compare
LotR online players (e.g. in the ESL or Giga leagues) with other RTS gamers (like
WarCraft III or StarCraft) it is really sick: The LotR are sitting there playing with
one hand only and clicking the mouse a couple of times per minute. On the other hand
WarCraft III or StarCraft players use both hands and click like 50 times per second
and almost destroy their keyboards while playing (which is also more fun to watch
^^).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.earth2160.com/index.php"&gt;&lt;img src="images/Best2005/Earth2160.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.earth2160.com/index.php"&gt;&lt;b&gt;Earth 2160&lt;/b&gt;&lt;/a&gt; 1/5: Another game
where almost every screenshot looks like it is a shooter. Last year a lot of games
like that did come out, all sucked. But the bad controls or the strange screenshots
are not the problem of this game. The intensions and ideas for Earth are really good
and the graphics look fine too, but the game is just no fun to play. The singleplayer
is just boring as hell. You get the feeling like no of the designers plays any other
RTS game. It is more fun to play Warcraft I or Dune 2 (which are almost 14 years old).
The multiplayer makes absolutely no sense at all, it is very hard even to log on and
when you finally made it there is noone around. I played online once or twice and
it is really just crazy how imbalanced this game is. PC Game magazine claim this game
has a great balance and when you actually trying to play it seriously it is like running
against a wall. Tip: Choose the alien race and just build few brain bugs, you can't
lose a game now. Better tip: Don't play this game at all. And don't ask me why this
game has so many awards it doesn't deserve.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ageofempires3.com/"&gt;&lt;img src="images/Best2005/AoeIII.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.ageofempires3.com/"&gt;&lt;b&gt;Age of Empires III&lt;/b&gt;&lt;/a&gt; 3/5: And finally
a couple of month back a new Age of Empires game came out. The graphics are really
good and it is one of the first RTS games ever to make good use of shaders and normal
maps. It is a solid game and especially something for fans of the Age of Empires games.
The Age of Empires games did never really convince me. Maybe I just don't like the
setting, Sci-Fi or the present time is much more interessting to me. Other than that
I havn't played AoEIII a lot yet, I can only tell you that the heroes idea and the
extras you get from your hometown are really bad ideas IMO. While I would say AoE
is more of a singleplayer game than a good balanced multiplayer game, the already
big online community of AoE does tell me the opposite. There are already a lot of
leagues with AoE in it.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/p&gt;
&lt;p&gt;
As you can see I'm not very friendly to RTS games. I rather play older games like
StarCraft, WarCraft III or even C&amp;amp;C Generals than any of the RTS games this year
(yesterday I even played WarCraft I (1994) from start to finish, cool game ^^).
&lt;/p&gt;
&lt;p&gt;
I don't know of any other RTS game that did come out this year, maybe I missed one?
Btw: I don't count Tactical games like Panzers into strategy games. Neither do The
Sims or games like The Settlers or Civilization count on my list ;-) I'm not saying
these games are bad, I just don't play them and couldn't tell you if they are bad
or really bad, hehe. Also I think Civilization was the best game in its time and The
Settlers 1 was really great fun, but why do I have to play the same game over and
over again every year? Its just boring and the new sequel games don't add anything
exciting to it. Anyways, the sell like shit and people keep producing them ... 
&lt;/p&gt;
&lt;p&gt;
Ok, enough overview. I played few more games this year, but most of the games I just
don't like and I uninstall them after a couple of minutes playing them. Other games
are only small games or shareware and they are not worth standing next to this big
games ^^ 
&lt;/p&gt;
&lt;p&gt;
So whats the best game for me this year? On the shooter department it is &lt;b&gt;Serious
Sam 2&lt;/b&gt;, which has the greatest replay value (I didn't even finish Fear and I will
not play Quake 4 again for a while). For the strategy games above I would say &lt;b&gt;Act
of War&lt;/b&gt; and &lt;b&gt;Armies of Exigo&lt;/b&gt; were the best RTS games released this year.
I don't play AoEIII, but compared to Act of War or Armies of Exigo it is much better
produced and has better graphics, I guess most people will vote AoEIII as the best
RTS game this year. But please don't mention Earth 2160 ever again :D Lord of the
Rings will stay with us for a while, no matter of what I think or how good or bad
the game actually is. 
&lt;/p&gt;
&lt;p&gt;
So why not make StarCraft the game of the year 2005? I played it more than any other
game this year :D It is amazing how much comunity sites and leagues were created this
year for this 8 years old game (GosuGamers.net, PGTour, ESL-Pro Bw, GGL AmeriCup,
etc.). 
&lt;/p&gt;
&lt;p&gt;
Some links about top games this year:&lt;br&gt;
&lt;a href="http://www.1up.com/do/feature?cId=3140792"&gt;Best of E3 2005&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://pc.ign.com/articles/619/619565p1.html"&gt;IGN PC Best of E3 2005&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://www.firingsquad.com/games/top_10_2004/default.asp"&gt;Top 10 2004 (more
like Top 10 of all time)&lt;/a&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a name="BestMovies"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;h1&gt;Best Movies
&lt;/h1&gt;
Well, I watch some movies from time to time too, but I can't remember them a week
later ^^ For this reason this section is really short. For a great movie site and
I bet they will do some 2005 review too, take a look at &lt;a href="http://www.rottentomatoes.com/"&gt;www.rottentomatoes.com&lt;/a&gt;.&lt;p&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;King Kong&lt;/b&gt; 4/5: I just saw it a week ago, so I can still remember. It is amazing
that this movie cost 207 million dollars. It is a really stupid movie and somehow
I expected too much. Once you relax and just "watch" the movie (if you don't fall
asleep in the first half) it is actually a good action movie. The dinosauriers were
fun and King Kong running around in New York was great too. Just don't talk about
making sense ^^&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Serenity&lt;/b&gt; 5/5: I'm a fan of the Firefly series, so it is no wonder that I like
this movie, which is based on the Firefly series, which was canceled after 1 season
2 years ago. Basically the idea was to mix the wild wild west with a sci-fi theme
in space. The characters are really interessting and it is just fun to watch, they
don't take themself too serious like some of the Star-Trek series. Anyway, this movie
is really good, also for non-fans, it is produced ok and the storyline is interessting
and exciting too.&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Harry Potter and the whatever this year&lt;/b&gt; 3/5: Well, I watched the first one
and then skipped the other two and suddently Harry Potter became really old and some
of the scenes (like the bubble bath scene) were really inappropriate IMO. For Harry
Potter fans this is a good movies, for the rest of us, it is just ok.&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;The 40 Year Old Virgin&lt;/b&gt; 5/5: This is a really funny movie and I liked it.&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Mr. and Mrs. Smith&lt;/b&gt; 4/5: I just like Angelina Jolie, so every movie with her
in it has to be good. Well, don't remind me of Tomb Raider. Anyhow, this movie is
actually fun to watch and has a funny plot.&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Madagascar&lt;/b&gt; 4/5: A nice family comedy (I went with my little sister), but the
amount of CGI movies the last couple of years is rather sickening. But if you only
watch every 10th of them, they are actually good ^^&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;War of the Worlds&lt;/b&gt; 4/5: A lot of people really hated this movie. I can't understand
why, it was a solid sci-fi movie and I really liked the idea to tell the story from
a completly other perspective (not the usually 1 man kills all boring action shit).
Maybe it was Tom Cruise, who is really stupid (ever heard him talk in an interview?),
but he is a hell of an actor and I still think this movie is one of the better ones
from Spielberg these years.&lt;/li&gt;
&lt;/ul&gt;
Ok, I can't remember more movies right now, who cares anyway :D 
&lt;p&gt;
&lt;a name="BestSoftware"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;h1&gt;Best Software
&lt;/h1&gt;
Well, the award goes to &lt;a href="http://msdn.microsoft.com/vstudio/"&gt;Visual Studio
2005&lt;/a&gt;, there is no competion, next section please :D 
&lt;p&gt;
No, seriously: For programmers &lt;a href="http://msdn.microsoft.com/vstudio/"&gt;Visual
Studio 2005&lt;/a&gt; is the greatest thing happend this year. Even the beta, which I start
using at the beginning of this year was very useful and made me much more productive.
Ok, lets try to think of anything else: 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.testdriven.net/"&gt;TestDriven.NET&lt;/a&gt;: This rather simple NUnit
addin for Visual Studio is a great way to use unit testing in Visual Studio, you can
also use the implemented Visual Studio Test System (which is good if you plan to use
Visual Studio Team System in the future), but if you just have Visual Studio Express
NUnit is your only good choice. Download it from &lt;a href="http://www.testdriven.net/"&gt;www.testdriven.net&lt;/a&gt;.
The TestDriven.NET Version 2.0 for Visual Studio 2005 is available since last month
too, good stuff.&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.devexpress.com/Products/NET/CodeRush/"&gt;CodeRush&lt;/a&gt;: Not really
a new tool this year, but it is still updated and the most useful Visual Studio addin
for me. They just made a couple of &lt;a href="http://www.devexpress.com/Products/NET/CodeRush/Training.xml"&gt;cool
tutorial videos&lt;/a&gt; for it a couple of days back. I've also written an plugin for
it: &lt;a href="http://exdream.dyn.ee/blog/PermaLink.aspx?guid=76c8e668-37f6-4297-b0a1-c949c46c7310"&gt;CR_Commenter&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://developer.nvidia.com/object/fx_composer_home.html"&gt;FX Composer v1.8&lt;/a&gt;:
The best shader edit tool around and NVidia still keeps updating it. Even our graphic
artists use it now, after hiding the code and just showing them the buttons and scene
preview, they are happy and can use it just fine to finetune shaders.&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.gotdotnet.com/workspaces/workspace.aspx?id=ad7acff7-ab1e-4bcb-99c0-57ac5a3a9742"&gt;IronPython&lt;/a&gt;:
IronPython is the implementation of Python in .NET and it outperforms the original
script language by the factor 2 or even better. I played a little bit with it after
the PDC this year and it made my think of a couple of new ideas. I'm still a fan of
Lua and think it is the better and easier choice for small programs or just saving
small scripts. However, the work of the IronPython guys - who work at Microsoft now
- is really amazing.&lt;/li&gt;
&lt;/ul&gt;
Can't remember more plugins, but I'm sure I used a lot more and tryed out a lot of
stuff this year. Check out this list of &lt;a href="http://msdn.microsoft.com/msdnmag/issues/04/07/MustHaveTools/default.aspx"&gt;Ten
Must-Have Tools Every Developer Should Download Now (by MSDN Magazine)&lt;/a&gt;. I will
not go into detail about other useful programs and tools like Photoshop CS2, 3DS Max
8, Miranda IM, Skype, etc. there are better sites than mine for that :D 
&lt;p&gt;
&lt;a name="BestBooks"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;h1&gt;Best Programming Books
&lt;/h1&gt;
Graphics and Shader technologies:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.gameprogramminggems.com/"&gt;&lt;img src="http://images.amazon.com/images/P/1584503521.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.gameprogramminggems.com/"&gt;&lt;b&gt;Game Programming Gems 5&lt;/b&gt;&lt;/a&gt; 5/5:
Like any other Game Programming Gems Book this one is no exception, it is just great.
You can read it from front to back or use it as a reference if you look for solution
to common game programming problems and even programming problems in general. It covers
7 sections from general programming and mathematics over AI and physics to finally
Graphics, Network and Audio. This one is the most recommended game programming book
series.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.shaderx4.com/"&gt;&lt;img src="http://images.amazon.com/images/P/1584504250.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.shaderx4.com/"&gt;&lt;b&gt;ShaderX4&lt;/b&gt;&lt;/a&gt; 4/5: Another book series, I
read the first 3 and use them as a reference whenever I look for cool shader effects.
The 4th volume isn't released yet (but is comming this or next week, I preordered
it a while back). I expect the content to be as good as the predecessors. Wolfgang
Engel is a good editor and I heard him speaking at the Quo Vadis developer conference,
he knows a lot about shaders ^^.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://developer.nvidia.com/object/gpu_gems_2_home.html"&gt;&lt;img src="http://images.amazon.com/images/P/0321335597.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://developer.nvidia.com/object/gpu_gems_2_home.html"&gt;&lt;b&gt;GPU Gems 2&lt;/b&gt;&lt;/a&gt; 4/5:
And another book series (does it ever stop?). Good stuff for NVidia developers (I
like NVidia), but since most shaders work fine on ATI hardware too (except you tried
to write PS3.0 when ATI still hadn't any cards for that), it is a good shader book.
It covers some nice tricks and can be compared to the ShaderX books. Unlike the Game
Programming Gems or the ShaderX books every page is printed in color and this makes
it also a good colorful picture book where I can show effects to my artist guys, who
won't even bother to look if it isn't a nice picture.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1592000924/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/1592000924.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1592000924/103-7619326-7351033"&gt;&lt;b&gt;Shaders
for Game Programmers and Artists&lt;/b&gt;&lt;/a&gt; 3/5: This is one of the first shader books
I've read, but even for a first book I think it is too shallow. It jumps right into
post screen shaders, which are very advanced IMO and then continues with much easier
shaders. The book is all about ATIs RenderMonkey tool, which I don't like because
the output is unusable (I need freaking fx files). It is still a good shader book
and may be helpful for artists, beginners or people who just want an overview of shader
technologies.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584503491/103-7619326-7351033"&gt;&lt;img src="http://ec1.images-amazon.com/images/P/1584503491.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584503491/103-7619326-7351033"&gt;&lt;b&gt;Programming
Vertex &amp;amp; Pixel Shaders&lt;/b&gt;&lt;/a&gt; 4/5: This book is the best and most complete shader
programming book for anyone seriously wanting to go into shader technologies. It is
a bit harder to read than the previous one and sometimes way to mathematical instead
of just having fun with shaders, but it pays of because you learn all basic shader
technologies you will ever need. Again a book by Wolfgang Engel (like the ShaderX
books, which are more advanced).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
AI Programming:&lt;br&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584503440/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/1584503440.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584503440/103-7619326-7351033"&gt;&lt;b&gt;AI Game
Engine Programming&lt;/b&gt;&lt;/a&gt; 4/5: I just got this book together with Programming AI
by Example few weeks ago, so I haven't read it all yet. But from the looks of it,
it goes into a lot of shooter AI problems and discusses useful techniques, not only
about AI, but also how to use scripts (Lua), how to write all kind of state machines
and neural nets. The CD does not only contain all sourcecode and figures, but also
a bunch of useful web bookmarks sorted by category, I like that :)&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1556220782/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/1556220782.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1556220782/103-7619326-7351033"&gt;&lt;b&gt;Programming
Game AI by Example&lt;/b&gt;&lt;/a&gt; 4/5: This book is a bit more for beginners and immediate
programmers than the rest of the books here. It is still a great book, but it "only"
explains how to get into AI programming, as soon as you are ready to go, the book
ends. The book starts with math and physics and does a good job explaining them. Then
it goes to state driven design and continues with game agents. It does also cover
questions about path finding, fuzzy logic and scripting. It is written by the founder
of &lt;a href="http://www.ai-junkie.com"&gt;www.ai-junkie.com&lt;/a&gt; and written really good.
My only critic is the fact that it is a good beginner book (and how likes to be considered
as a beginner ^^). Anyway, I got it together with the previous book at the same price
and thats really ok. Maybe it is good for a reference or to tell interns or wannabe
AI programmers "Go read that".&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584500778/103-7619326-7351033"&gt;&lt;img src="https://images-na.ssl-images-amazon.com/images/P/1584500778.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584500778/103-7619326-7351033"&gt;&lt;img src="https://images-na.ssl-images-amazon.com/images/P/1584502894.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1584500778/103-7619326-7351033"&gt;&lt;b&gt;AI Game
Programming Wisdom I and II&lt;/b&gt;&lt;/a&gt; 5/5: Similar to Game Programming Gems this series
is all about finding skilled professionals writing capters and articles, which do
really help you out. Steve Rabin is the editor and did also edit the Game Programming
Gems AI sections, he also is the creator of &lt;a href="http://www.aiwisdom.com/index.html"&gt;www.AIWisdom.com&lt;/a&gt;.
Like the other two AI books I havn't read all of it (I'm so busy you know), but from
what I've seem and read this is a really helpful resource when doing anything releated
to AI programming.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
General Development and Programming: 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0201485672/103-7619326-7351033"&gt;&lt;img src="https://images-na.ssl-images-amazon.com/images/P/0201485672.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0201485672/103-7619326-7351033"&gt;&lt;b&gt;Refactoring:
Improving the Design of Existing Code&lt;/b&gt;&lt;/a&gt; 4/5: &lt;a href="http://blogs.msdn.com/dirkpr/"&gt;Dirk
Primbs&lt;/a&gt; said to me when I read this book on the flight to the PDC that you could
probably dry up a cellar with this book. Maybe he is right, this book is all about
crazy design pattern and rules. The first couple of capters are good to read and the
rest is more of a reference. Anyway, the idea counts and refactoring is one of the
most useful processes today in writing big programs. Good book, was written in 1999
and still applies 100%.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1556159005/103-7619326-7351033"&gt;&lt;img src="https://images-na.ssl-images-amazon.com/images/P/1556159005.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1556159005/103-7619326-7351033"&gt;&lt;b&gt;Rapid
Development&lt;/b&gt;&lt;/a&gt; 4/5: This is a good book about software design and keeping schedules,
but it is a bit too long and sometimes hard to read (you know I have this problem
of reading only half the book and then never finding time to finish it ^^). It was
written back in 1996 and the techniques described still apply, but some of the ideas
are not as flexible as they could be with all this new technology around (e.g. when
using agile methologies you have to plan differently). Still it is a very good book
and it contains a couple of interessting stories from big products like MS Word and
how they never kept their schedule ^^&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0735619670/103-7619326-7351033"&gt;&lt;img src="https://images-na.ssl-images-amazon.com/images/P/0735619670.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0735619670/103-7619326-7351033"&gt;&lt;b&gt;Code
Complete 2&lt;/b&gt;&lt;/a&gt; 5/5: One of the best books ever for any kind of programmer. It
is about describing the process of developing software and helps you to find out the
most efficient ways to manage your projects. It does go into great detail by explaining
which data structures, which routines, which loops or which strategies are the most
useful. It is one of the books I would recommend both to new programmers and to experienced
programmers the same way. This book just helps anyone and should be on every programmers
desk, not the book shelf.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0131240714/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/0131240714.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0131240714/103-7619326-7351033"&gt;&lt;b&gt;Managing
Agile Projects&lt;/b&gt;&lt;/a&gt; 4/5: What does Agile Projects mean? It is about scaling and
customizing your project depending on the customer feedback . That sounds still to
vage? Ok, it does mean that you don't plan every single bit before writing code, but
to cut your project into smaller pieces and only plan the overview and then directly
start developing. Now you can present a very early version really fast and with the
help of feedback (customers or yourself) you can adjust your project instead of wasting
time and resources developing something noone wants. You can also shorten specific
parts of your project if you see there is no time left or other parts are more important,
which again is not possible if you had planed every bit of your project in advance.
It is a technique that goes hand in hand with Unit Testing and Refactoring (see above).
This book does give a very broad overview and doesn't really talk about coding, its
just methologies. Anyway, its a good book (not too long, this way I can actually finish
it even with my book reading problem, see above, hehe).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1590591410/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/1590591410.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1590591410/103-7619326-7351033"&gt;&lt;b&gt;Maximizing
.NET Performance&lt;/b&gt;&lt;/a&gt; 5/5: I'm a performance freak. In the past I often tried to
reimplement existing and working code into assembler just to see how much faster it
could get. Later I found out that it is often much more important to work at a much
higher level and rethink a problem until the solution is good enough to run very fast
even if not optimized to every bit. This is still true and I still think that most
performance problems come from bad coding or suboptimal algorithms and not because
of the language. However to even think of good solutions you need some knowledge of
what is possible, what is fast and how do certain things affect your performance.
This book gives you a very useful inside of .NET and covers a lot of tricks and tips
about .NET performance. It is also a good reference book.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1590591372/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/1590591372.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/1590591372/103-7619326-7351033"&gt;&lt;b&gt;Code
Generation in Microsoft .NET&lt;/b&gt;&lt;/a&gt; 4/5: Last year I heard &lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=9EF98B31-5CB4-4710-8C21-411FD8959268&amp;amp;displaylang=en"&gt;this&lt;/a&gt; &lt;a href="http://www.DotNetRocks.com"&gt;DotNetRocks
radio show&lt;/a&gt; and Kathleen Dollard was the guest. She talked about Code Generation
using templates and other tricks. I immediatly bought this book. It is mostly written
in Visual Basic, but a c# convertion does exist too. It does a good job explaining
how to use Code Generation with the CodeDom, but does not go into detail about MSIL
(which I was more interessted in). Anyway, the book is written nicely and I could
learn a lot from it. The books presents an entire framework for building SQL bindings,
stored proceduces and building WinForms from XML templates. It is also one of the
first books on this subject (and maybe still the only one going into the CodeDom instead
of MSIL).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
Other: 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/8590379817/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/8590379817.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/8590379817/103-7619326-7351033"&gt;&lt;b&gt;Programming
in Lua&lt;/b&gt;&lt;/a&gt; 5/5: This is THE book for Lua programmers. It is also available for
free to download from &lt;a href="http://lua.org"&gt;lua.org&lt;/a&gt;. I first read the online
version and then bought the book because it is so good and it helps to have a reference.
Lua is a very simple script language. But sometimes it is so simple that you just
don't know which keyword to use or what to type. Having a few useful code examples
every other page is the biggest help ever. With help of this book I learned Lua in
1-2 days and could really do useful stuff with it (instead of writing just hello like
most languages you learn in a short time).&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0131460994/103-7619326-7351033"&gt;&lt;img src="http://images.amazon.com/images/P/0131460994.01._SCTZZZZZZZ_.jpg"&gt;&lt;/a&gt;&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;a href="http://www.amazon.com/gp/product/0131460994/103-7619326-7351033"&gt;&lt;b&gt;Chris
Crawford on Game Design&lt;/b&gt;&lt;/a&gt; 5/5: I recommend this book because it is easy and
fun to read. Chris Crawford sound sometimes a little crazy and the fact that he hasn't
released any games in the last couple of years might speak against him, but his experiences
from the past (he talks about the 70th, 80th and 90th and games he has done and many
other classic and inovative games. He goes also into detail what is missing in most
games today and how to fix that (very theoretical, but his thoughs are interessting).
Even if you are not smarter after reading this book, you will feel smarter.&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
Ok, that's it. I have a couple of more books lying around here (like Extreme Programming
Adventures in c#, Physics for Game Developers or The Pragmatic Programmers), but I
have not read them yet and can't give a good review about them, but they are all good
books I guess. I also recommend &lt;a href="http://www.amazon.com/exec/obidos/tg/detail/-/0446690791/103-7619326-7351033"&gt;The
Odd Todd Handbook: Hard Times, Soft Couch&lt;/a&gt;, which has nothing to do with programming,
but helps you sometime to get up and not end like him. 
&lt;/p&gt;
&lt;p&gt;
I hope you like my review of 2005. If not or you have anything to add and don't encounter
the Internet Explorer bug not able to post comments, you can post a comment below
^^
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=b9646192-c5e7-4173-a643-6773e1ba60b1" /&gt;</description>
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      <category>All;BroodWar;Game Development;Lua;Other;Programming;Reviews</category>
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      <title>exDream entertainment at the Games Convention 2005</title>
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      <pubDate>Tue, 16 Aug 2005 13:15:27 GMT</pubDate>
      <description>&lt;table border='0' cellspacing='3'&gt;
&lt;tr&gt;
&lt;td valign=top&gt;
You can find exDream entertainment (and obviously me too) at the &lt;a href='http://www.gc-germany.de' target='gc'&gt;&lt;img border="0" src='http://www.exdream.com/general/dreieck.png' width="7" height='13'&gt;&amp;nbsp;Games
Convention 2005&lt;/a&gt; in Leipzig (Germany) in Hall 2/E71 (Business Center, Northstar
developers). 
&lt;p&gt;
I was planning to write some other blog entries about recent developments as well,
but I had not much time and a lot of troubles with one of my tooth (root canal resection
was done 2 weeks ago and there is still a lot of pain going on, I'm only at 25% health,
I guess I need some health packs). 
&lt;p&gt;
However, one thing I worked on last weekend was Lua2IL, the homepage from the Lua
.NET Guys (Roberto Ierusalimschy (founder of Lua), Renato Cequeira and Fabio Mascarenhas)
was updated a couple of weeks back and you can download the Lua2IL Binary and Sourcecode
files there and play around with them. I think this is very powerful stuff, you can
now compile Lua bytecode directly to .NET IL code (and save it for example in a .dll
assembly file) and use that directly from your .NET code. For example: I use currently
a similar approach as LuaInterface, where all the Lua code is compiled natively and
then executed with help of the Lua50.dll with some interop calls from .NET to call
methods and set values. This is pretty nice for some smaller problems (some data stored,
maybe some AI code), but for my fancy Effect-Particle-etc. System I wrote a while
back for Lost Squadron it was quite a lot of work to syncronize the Lua code with
the .NET code and everytime I changed some tiny bit of any table or method, I had
to adjust some .NET caller code as well. 
&lt;p&gt;
With Lua bytecode compiled directly to .NET IL and use it as a simple .NET assembly
this problems are not longer an issue, because you can call methods directly now and
use your .NET code in Lua much easier. Currently I've done just some simple tests
and ported some old code to .NET 2.0, but the performance is also very nice (read
about it here: &lt;a href="http://www.lua.inf.puc-rio.br/luanet/lua2il_jucs.pdf"&gt;PDF
paper about Lua2IL from Fabio Mascarenhas, Roberto Ierusalimschy&lt;/a&gt;). When I have
more time in the next couple of weeks I will hopefully implement more stuff in Lua
and play with on the fly generated code a bit more. 
&lt;p&gt;
Links of Lua2IL project:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.lua.inf.puc-rio.br/luanet/"&gt;Lua .NET: Integrating Lua with the
CLI Homepage with the LuaInterface and Lua2IL projects&lt;/a&gt; 
&lt;li&gt;
The website is currently down for some reason, I guess it will be back up shortly,
if not just use &lt;a href="http://64.233.183.104/search?q=cache:iQqGltiNDU4J:www.lua.inf.puc-rio.br/luanet/&amp;hl=en"&gt;the
google cache of the site.&lt;/a&gt; &lt;a href="http://64.233.183.104/search?q=cache:RdH24Vpl1q0J:www.lua.inf.puc-rio.br/luanet/lua2il/&amp;hl=en"&gt;Or
the google cache of the Lua2IL site here.&lt;/a&gt; 
&lt;/ul&gt;
&lt;/td&gt;
&lt;td align=right valign=top&gt;
&lt;a href='http://www.gc-germany.de' target='gc'&gt;&lt;img src='http://www.exdream.com/home/gclogo.gif' border=0 width='133' height='96' align=right&gt;&lt;/a&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=475a98ba-4c5c-4918-962e-cd79c4997c77" /&gt;</description>
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      <category>All;Game Development;Lua;Programming</category>
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      <body xmlns="http://www.w3.org/1999/xhtml">
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          <tr>
            <td width="410">
              <a href="images/LostSquadron/screenshot0045.jpg">
                <img src="images/LostSquadron/day19.jpg" border="0" />
              </a>
              <br />
              <center>
                <font size="-2">
                  <b>Day 19</b>:<br />
Some effects in action, the shoot line helps you to see where you shooting at (will
be improved with a special texture, its just a line now). Some 3D to 2D converting
is also not correct and needs some fixing. In the next days I will try to bring together
all the completed parts and start with the mission design in the beginning of the
next week.</font>
              </center>
            </td>
          </tr>
        </table>
Ratta ratta, peng peng, boom! 
<p><a name="Intro"></a></p><h2>Shoot'em'up
</h2>
Yeah, hey now. This time I had way to much fun when generating this screenshot, now
it is actually possible do aim with the tank and shoot at stuff (with all the new
effects and sounds). It is a lot of fun. 
<p>
Warning, this is a long post (I've written it in the last 2 days), but I have a nice
idea: Content links, just click on them to jump to a section: 
</p><ul><li><a href="#Intro">Shoot'em'up</a></li><li><a href="#IISTroubles">Troubles with IIS</a></li><li><a href="#RenderStateErrors">RenderState errors</a></li><li><a href="#LightEffects">Light effects in DirectX</a></li><li><a href="#OutOfVideoMemory">OutOfVideoMemory in Unit Tests</a></li><li><a href="#VSRAM">VS2005 needs a lot of RAM</a></li><li><a href="#Links">Links for today</a></li><li><a href="#GosuGamers">New StarCraft site: www.GosuGamers.net</a></li><li><a href="#TropicalIslands">Tropical-Islands resort</a></li></ul><p><a name="IISTroubles"></a></p><h2>Troubles with IIS
</h2>
I had some trouble the last few days with my IIS (Internet Information Server, the
thing producing ASP.NET web sites), it keept crashing and hanging up with out of memory
errors (this page was down a couple of times, sorry!) Really strange, that thing is
running for over an year now and I never had much troubles with it. The memory usage
was also pretty high (total ~900MB, IIS worker process alone had ~400 MB), I guess
this has something to do with dasBlog using .NET 2.0, dunno (there are no errors logged
anywhere). I had a lot of page hits this week after all the posts on other blogs about
me.<br />
The memory consumption of IIS goes constantly up and I had over 200MB mem usage again
after a couple of hours, hmm? Don't wounder if the site is down or you get some errors,
may happen because of these memory errors ... 
<p>
I also optimized the page from 50 entries max to 10 and cut down the number of entries
you will see on the start page. I hope that helps a bit, my server is really crappy
and old and needs a lot more memory (had only 256MB, but I upgraded to 512MB recently,
but its slower memory. I guess I need a gig or 2, lots of other services are also
running on that server). I also changed the app pool to a special one and set some
timeouts for requests and processing, maybe this will help (had no problems since
that change). 
</p><p><a name="RenderStateErrors"></a></p><h2>RenderState errors
</h2>
Another annoying thing is the RenderState property of the DirectX device, it will
tell you you can "get and set" some state like FogEnabled, well you can set it, but
if you try to get the state it will just throw an exception. A lot of RenderState
gets will throw an exception actually, I'm really impressed by that. Great work not
to mention any of these things in the docs (the docs are pretty useless anyway, most
descriptions are trival anyway and IntelliSense helps you just as much). 
<p><a name="LightEffects"></a></p><h2>Light-Effects in DirectX
</h2>
The light effects for the effect engine were pretty easy in DirectX, I remember this
was very hard to do in OpenGL (had to invert the alpha color, and with different color
settings everything got messed up, so a lot of special cases had to catched and handled).<p>
Basically this code is used (the light effect is a white texture with a spotlight
effect in the middle as the alpha channel):
</p><p><b>Device.RenderState.AlphaBlendEnable = true;<br />
Device.RenderState.SourceBlend = Blend.DestinationColor;<br />
Device.RenderState.DestinationBlend = Blend.SourceAlpha;</b></p><p>
Now make sure both the color channel and the alpha channel will modulate from the
texture color and the diffuse color. Switching back to normal SourceAlpha - InvSourceAlpha
causes also no troubles with that. I like that :) 
</p><p><a name="OutOfVideoMemory"></a></p><h2>DirectX OutOfVideoMemory
</h2>
Another problem I did have the last days when unit testing was running out of video
memory all the when creating the DirectX device (getting D3DERR_OUTOFVIDEOMEMORY exceptions)
after ~10 tests. When restarting VS, everything worked again for some time. 
<p>
I worked with that problem all week and found no solution, I changed a lot of debug
settings and changed some parts of the code, but nothing helped and there wasn't any
solution for out of video memory exceptions posted anywhere (my card has 128MB, how
can I run out of vid mem after a couple of tests?). Then I saw that some part of the
screenshot generation code wasn't finished and I saw the presentParams.SwapMode was
set to Flip instead of Discard (Discard is somewhat faster, but Flip allowed me to
easily catch the back buffer for the screenshot generation). I changed that, reduced
the back buffer count to double-buffering and reduced the resolution for tests from
1024x768 to 800x600 and never had any Out of Video Memory exceptions since then. Maybe
they happen after over 50 or 100 unit test runs, but then I can just restart VS and
it is not as annoying as before. 
</p><p><a name="VSRAM"></a></p><h2>VS2005 needs a lot of RAM
</h2>
But VS2005 consumes still a lot of RAM (&gt;800MB, I got only 512MB ram on my dev machine).
I guess I have to buy some more RAM soon, everything gets very slow and crashes more
often when all the ram is used (and I can't work without VS2005 anymore). Restarting
VS helps, but with that much complex unit tests the memory comsumption goes up very
fast again. For example todays screenshot is actually just a unit test with around
50 lines of code, making very simple unit tests helps a lot to force you to refactor
and simplyfy your code constantly. 
<p><a name="Links"></a></p><h2>Todays Links
</h2>
The links for today are The Z Buffer and Managed world, both great Managed-DirectX
sites. 
<ul><li><a href="http://www.thezbuffer.com/">The Z Buffer</a> Managed DirectX resources by 
</li><li><a href="http://www.managed-world.com">Managed World</a> great site with tutorials
and articles by Jason Olson, check out his <a href="http://jolson.geekswithblogs.net/">blog</a>. 
</li></ul><br /><a name="GosuGamers"></a><h2>GosuGamers.net
</h2>
If any StarCraft fan reads this, the guys from www.StarCraftGamers.com did have a
lot of troubles with their hosting partner and left the partner. StarCraftGamers.net
was one of the greatest StarCraft community sites ever IMO, the new site is called <a href="http://www.GosuGamers.net">www.GosuGamers.net</a>.
Looks like the crew will continue their great work there, so check it out (the site
has still some bugs because it is new): Good luck <a href="http://www.GosuGamers.net">www.GosuGamers.net</a><p><a name="TropicalIslands"></a></p><h2>Tropical-Islands
</h2>
I'm now going to visit the <a href="http://www.my-tropical-islands.com/engl/">Tropical-Islands</a> resort
(new big thing here in germany) with my brothers and some friends :) Development will
continue tomorrow.<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=27505540-829b-4778-9da2-0b987aadabad" /></body>
      <title>Lost Squadron, Day 19: Shoot'em'up</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,27505540-829b-4778-9da2-0b987aadabad.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2005/01/08/LostSquadronDay19Shootemup.aspx</link>
      <pubDate>Sat, 08 Jan 2005 10:10:36 GMT</pubDate>
      <description>&lt;table border=0 cellspacing=10 align=right width=410&gt;
&lt;tr&gt;
&lt;td width=410&gt;
&lt;a href="images/LostSquadron/screenshot0045.jpg"&gt;&lt;img src="images/LostSquadron/day19.jpg" border=0&gt;&lt;/a&gt;
&lt;br&gt;
&lt;center&gt;&lt;font size=-2&gt;&lt;b&gt;Day 19&lt;/b&gt;:&lt;br&gt;
Some effects in action, the shoot line helps you to see where you shooting at (will
be improved with a special texture, its just a line now). Some 3D to 2D converting
is also not correct and needs some fixing. In the next days I will try to bring together
all the completed parts and start with the mission design in the beginning of the
next week.&lt;/font&gt;
&lt;/center&gt;
&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
Ratta ratta, peng peng, boom! 
&lt;p&gt;
&lt;a name="Intro"&gt;&lt;/a&gt;
&lt;h2&gt;Shoot'em'up
&lt;/h2&gt;
Yeah, hey now. This time I had way to much fun when generating this screenshot, now
it is actually possible do aim with the tank and shoot at stuff (with all the new
effects and sounds). It is a lot of fun. 
&lt;p&gt;
Warning, this is a long post (I've written it in the last 2 days), but I have a nice
idea: Content links, just click on them to jump to a section: 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="#Intro"&gt;Shoot'em'up&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#IISTroubles"&gt;Troubles with IIS&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#RenderStateErrors"&gt;RenderState errors&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#LightEffects"&gt;Light effects in DirectX&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#OutOfVideoMemory"&gt;OutOfVideoMemory in Unit Tests&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#VSRAM"&gt;VS2005 needs a lot of RAM&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#Links"&gt;Links for today&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#GosuGamers"&gt;New StarCraft site: www.GosuGamers.net&lt;/a&gt; 
&lt;li&gt;
&lt;a href="#TropicalIslands"&gt;Tropical-Islands resort&lt;/a&gt; 
&lt;/ul&gt;
&lt;p&gt;
&lt;a name="IISTroubles"&gt;&lt;/a&gt;
&lt;h2&gt;Troubles with IIS
&lt;/h2&gt;
I had some trouble the last few days with my IIS (Internet Information Server, the
thing producing ASP.NET web sites), it keept crashing and hanging up with out of memory
errors (this page was down a couple of times, sorry!) Really strange, that thing is
running for over an year now and I never had much troubles with it. The memory usage
was also pretty high (total ~900MB, IIS worker process alone had ~400 MB), I guess
this has something to do with dasBlog using .NET 2.0, dunno (there are no errors logged
anywhere). I had a lot of page hits this week after all the posts on other blogs about
me.&lt;br&gt;
The memory consumption of IIS goes constantly up and I had over 200MB mem usage again
after a couple of hours, hmm? Don't wounder if the site is down or you get some errors,
may happen because of these memory errors ... 
&lt;p&gt;
I also optimized the page from 50 entries max to 10 and cut down the number of entries
you will see on the start page. I hope that helps a bit, my server is really crappy
and old and needs a lot more memory (had only 256MB, but I upgraded to 512MB recently,
but its slower memory. I guess I need a gig or 2, lots of other services are also
running on that server). I also changed the app pool to a special one and set some
timeouts for requests and processing, maybe this will help (had no problems since
that change). 
&lt;p&gt;
&lt;a name="RenderStateErrors"&gt;&lt;/a&gt;
&lt;h2&gt;RenderState errors
&lt;/h2&gt;
Another annoying thing is the RenderState property of the DirectX device, it will
tell you you can "get and set" some state like FogEnabled, well you can set it, but
if you try to get the state it will just throw an exception. A lot of RenderState
gets will throw an exception actually, I'm really impressed by that. Great work not
to mention any of these things in the docs (the docs are pretty useless anyway, most
descriptions are trival anyway and IntelliSense helps you just as much). 
&lt;p&gt;
&lt;a name="LightEffects"&gt;&lt;/a&gt;
&lt;h2&gt;Light-Effects in DirectX
&lt;/h2&gt;
The light effects for the effect engine were pretty easy in DirectX, I remember this
was very hard to do in OpenGL (had to invert the alpha color, and with different color
settings everything got messed up, so a lot of special cases had to catched and handled).&lt;p&gt;
Basically this code is used (the light effect is a white texture with a spotlight
effect in the middle as the alpha channel):&lt;p&gt;
&lt;b&gt;Device.RenderState.AlphaBlendEnable = true;&lt;br&gt;
Device.RenderState.SourceBlend = Blend.DestinationColor;&lt;br&gt;
Device.RenderState.DestinationBlend = Blend.SourceAlpha;&lt;/b&gt; 
&lt;p&gt;
Now make sure both the color channel and the alpha channel will modulate from the
texture color and the diffuse color. Switching back to normal SourceAlpha - InvSourceAlpha
causes also no troubles with that. I like that :) 
&lt;p&gt;
&lt;a name="OutOfVideoMemory"&gt;&lt;/a&gt;
&lt;h2&gt;DirectX OutOfVideoMemory
&lt;/h2&gt;
Another problem I did have the last days when unit testing was running out of video
memory all the when creating the DirectX device (getting D3DERR_OUTOFVIDEOMEMORY exceptions)
after ~10 tests. When restarting VS, everything worked again for some time. 
&lt;p&gt;
I worked with that problem all week and found no solution, I changed a lot of debug
settings and changed some parts of the code, but nothing helped and there wasn't any
solution for out of video memory exceptions posted anywhere (my card has 128MB, how
can I run out of vid mem after a couple of tests?). Then I saw that some part of the
screenshot generation code wasn't finished and I saw the presentParams.SwapMode was
set to Flip instead of Discard (Discard is somewhat faster, but Flip allowed me to
easily catch the back buffer for the screenshot generation). I changed that, reduced
the back buffer count to double-buffering and reduced the resolution for tests from
1024x768 to 800x600 and never had any Out of Video Memory exceptions since then. Maybe
they happen after over 50 or 100 unit test runs, but then I can just restart VS and
it is not as annoying as before. 
&lt;p&gt;
&lt;a name="VSRAM"&gt;&lt;/a&gt;
&lt;h2&gt;VS2005 needs a lot of RAM
&lt;/h2&gt;
But VS2005 consumes still a lot of RAM (&gt;800MB, I got only 512MB ram on my dev machine).
I guess I have to buy some more RAM soon, everything gets very slow and crashes more
often when all the ram is used (and I can't work without VS2005 anymore). Restarting
VS helps, but with that much complex unit tests the memory comsumption goes up very
fast again. For example todays screenshot is actually just a unit test with around
50 lines of code, making very simple unit tests helps a lot to force you to refactor
and simplyfy your code constantly. 
&lt;p&gt;
&lt;a name="Links"&gt;&lt;/a&gt;
&lt;h2&gt;Todays Links
&lt;/h2&gt;
The links for today are The Z Buffer and Managed world, both great Managed-DirectX
sites. 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.thezbuffer.com/"&gt;The Z Buffer&lt;/a&gt; Managed DirectX resources by 
&lt;li&gt;
&lt;a href="http://www.managed-world.com"&gt;Managed World&lt;/a&gt; great site with tutorials
and articles by Jason Olson, check out his &lt;a href="http://jolson.geekswithblogs.net/"&gt;blog&lt;/a&gt;. 
&lt;/ul&gt;
&lt;br&gt;
&lt;a name="GosuGamers"&gt;&lt;/a&gt;
&lt;h2&gt;GosuGamers.net
&lt;/h2&gt;
If any StarCraft fan reads this, the guys from www.StarCraftGamers.com did have a
lot of troubles with their hosting partner and left the partner. StarCraftGamers.net
was one of the greatest StarCraft community sites ever IMO, the new site is called &lt;a href="http://www.GosuGamers.net"&gt;www.GosuGamers.net&lt;/a&gt;.
Looks like the crew will continue their great work there, so check it out (the site
has still some bugs because it is new): Good luck &lt;a href="http://www.GosuGamers.net"&gt;www.GosuGamers.net&lt;/a&gt; 
&lt;p&gt;
&lt;a name="TropicalIslands"&gt;&lt;/a&gt;
&lt;h2&gt;Tropical-Islands
&lt;/h2&gt;
I'm now going to visit the &lt;a href="http://www.my-tropical-islands.com/engl/"&gt;Tropical-Islands&lt;/a&gt; resort
(new big thing here in germany) with my brothers and some friends :) Development will
continue tomorrow.&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=27505540-829b-4778-9da2-0b987aadabad" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,27505540-829b-4778-9da2-0b987aadabad.aspx</comments>
      <category>All;BroodWar;Game Development;Lost Squadron;Lua;Other;Programming</category>
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <table border="0" cellspacing="10">
          <tr>
            <td valign="top">
Welcome to 2005 :) Last week I didn't get much code done and run in a couple of problems
with Lua and the hardest part about it: debugging lua scripts called from c#. Over
the weekend I even tested if it might be worth to switch to Python and tested out
the <a href="http://www.ironpython.com/">IronPython</a> implementation and written
some <a href="http://python.org/">Python</a> test programs. <a href="http://python.org/">Python</a> has
definitely much more powerful libraries than lua and you can do great stuff with it,
the OOP is also much nicer than writing Lua code and having to worry about every .
: ] ) and } symbol much more than in any other script language I know of. But <a href="http://python.org/">Python</a> and
especially <a href="http://www.ironpython.com/">IronPython</a> is not only a total
overkill for a small application and trying to get something quickly to work, the
language has also a lot of disadvantages when comparing to <a href="http://www.lua.org">Lua</a>.
Its not only very large and complex and therefore much harder to learn, but to get
something working is much more complicated on the c# side. I also think <a href="http://www.lua.org">Lua</a> is
much more customable and allows modifying much lower level methods and calls. 
<p>
Ok, so I skipped that idea and returned back to Lua and finished the EffectManager
on the Lua side making only a couple of calls to c#. This did not only help to learn
more about Lua and scripting, but I also improved the c# engine very much and spend
a lot of time simplifying code of the engine. Creating textures, making unit tests,
error handling, etc. all got much easier (this comes when working with Lua and then
looking at c# code and thinking everything is overly complicated). Anyways, Ivo and
Fabian didn't do much either on the game and so we got stuck in the development and
started today again and made a new schedule to finish the game at the <b>end of next
week</b>. We will include some left out ideas and have gotten some new improvements
on the game, the editor and some units. Ivo did also start some new objects (buildings
and enemy units), there might be some fresh graphics for that soon. 
</p><p>
Over the chrismas and new years eve weekends I read some more of my Lua and Rapid
development books and yesterday I started reading Code Generation in .NET by Kathleen
Dollard, which is also very interessting and got me in a lot of thinking how to improve
coding in general (not only using scripts and code generation techiques, but going
1 step ahead and create new ways to handle coding and reusing existing code). 
</p><p>
Well, first of all Lost Squadron has to be finished :-) 
</p><p>
Useful links today: 
</p><ul><li><a href="http://abattoir.wolfpaw.net/personal/gamelibs.php">Free game libs (mostly
c++ stuff)</a></li></ul></td>
            <td width="370" valign="top">
              <a href="images/LostSquadron/Screenshot0043.jpg">
                <img src="images/LostSquadron/day16.jpg" border="0" />
              </a>
              <br />
              <center>
                <font size="-2">
                  <b>Day 16</b>:<br />
This screenshots shows my Lua EffectManager rendering effects with help of c# classes
(this is just a small unit test testing some effects), it is very fast and calling
Lua up to 20 times a frame produces still over 500 fps in debug mode and won't slow
down the game at all (using Lua is goooood ^^). I wasn't posting updates since the
last week because there wasn't much going on to produce fancy screenshots and I worked
at other stuff (internal parts of the engine and Lua scripting). I will now try to
post a screenshot at least every 2 days or so. Tomorrow I will hopefully finish the
unit shooting and exploding part and post a ingame screenshot again.</font>
              </center>
            </td>
          </tr>
        </table>
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      </body>
      <title>Lost Squadron, Week 4, Day 2: Getting back to the game.</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,2d4ed465-89f4-4549-bed5-6d74033c1e0a.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2005/01/05/LostSquadronWeek4Day2GettingBackToTheGame.aspx</link>
      <pubDate>Wed, 05 Jan 2005 06:36:35 GMT</pubDate>
      <description>&lt;table border=0 cellspacing=10&gt;
&lt;tr&gt;
&lt;td valign=top&gt;
Welcome to 2005 :) Last week I didn't get much code done and run in a couple of problems
with Lua and the hardest part about it: debugging lua scripts called from c#. Over
the weekend I even tested if it might be worth to switch to Python and tested out
the &lt;a href="http://www.ironpython.com/"&gt;IronPython&lt;/a&gt; implementation and written
some &lt;a href="http://python.org/"&gt;Python&lt;/a&gt; test programs. &lt;a href="http://python.org/"&gt;Python&lt;/a&gt; has
definitely much more powerful libraries than lua and you can do great stuff with it,
the OOP is also much nicer than writing Lua code and having to worry about every .
: ] ) and } symbol much more than in any other script language I know of. But &lt;a href="http://python.org/"&gt;Python&lt;/a&gt; and
especially &lt;a href="http://www.ironpython.com/"&gt;IronPython&lt;/a&gt; is not only a total
overkill for a small application and trying to get something quickly to work, the
language has also a lot of disadvantages when comparing to &lt;a href="http://www.lua.org"&gt;Lua&lt;/a&gt;.
Its not only very large and complex and therefore much harder to learn, but to get
something working is much more complicated on the c# side. I also think &lt;a href="http://www.lua.org"&gt;Lua&lt;/a&gt; is
much more customable and allows modifying much lower level methods and calls. 
&lt;p&gt;
Ok, so I skipped that idea and returned back to Lua and finished the EffectManager
on the Lua side making only a couple of calls to c#. This did not only help to learn
more about Lua and scripting, but I also improved the c# engine very much and spend
a lot of time simplifying code of the engine. Creating textures, making unit tests,
error handling, etc. all got much easier (this comes when working with Lua and then
looking at c# code and thinking everything is overly complicated). Anyways, Ivo and
Fabian didn't do much either on the game and so we got stuck in the development and
started today again and made a new schedule to finish the game at the &lt;b&gt;end of next
week&lt;/b&gt;. We will include some left out ideas and have gotten some new improvements
on the game, the editor and some units. Ivo did also start some new objects (buildings
and enemy units), there might be some fresh graphics for that soon. 
&lt;p&gt;
Over the chrismas and new years eve weekends I read some more of my Lua and Rapid
development books and yesterday I started reading Code Generation in .NET by Kathleen
Dollard, which is also very interessting and got me in a lot of thinking how to improve
coding in general (not only using scripts and code generation techiques, but going
1 step ahead and create new ways to handle coding and reusing existing code). 
&lt;p&gt;
Well, first of all Lost Squadron has to be finished :-) 
&lt;p&gt;
Useful links today: 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://abattoir.wolfpaw.net/personal/gamelibs.php"&gt;Free game libs (mostly
c++ stuff)&lt;/a&gt; 
&lt;/ul&gt;
&lt;/td&gt;
&lt;td width=370 valign=top&gt;
&lt;a href="images/LostSquadron/Screenshot0043.jpg"&gt;&lt;img src="images/LostSquadron/day16.jpg" border=0&gt;&lt;/a&gt;
&lt;br&gt;
&lt;center&gt;&lt;font size=-2&gt;&lt;b&gt;Day 16&lt;/b&gt;:&lt;br&gt;
This screenshots shows my Lua EffectManager rendering effects with help of c# classes
(this is just a small unit test testing some effects), it is very fast and calling
Lua up to 20 times a frame produces still over 500 fps in debug mode and won't slow
down the game at all (using Lua is goooood ^^). I wasn't posting updates since the
last week because there wasn't much going on to produce fancy screenshots and I worked
at other stuff (internal parts of the engine and Lua scripting). I will now try to
post a screenshot at least every 2 days or so. Tomorrow I will hopefully finish the
unit shooting and exploding part and post a ingame screenshot again.&lt;/font&gt;
&lt;/center&gt;
&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=2d4ed465-89f4-4549-bed5-6d74033c1e0a" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,2d4ed465-89f4-4549-bed5-6d74033c1e0a.aspx</comments>
      <category>All;Game Development;Lost Squadron;Lua;Programming</category>
    </item>
    <item>
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      <dc:creator />
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,74f59bc0-3ef3-41c3-9ca5-bf3d793d9b75.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=74f59bc0-3ef3-41c3-9ca5-bf3d793d9b75</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">Omg. I have become a total slacker the
last couple of days, no updates here :( I didn't had much time over christmas to code,
but I read some more of my Rapid Development book (<a href="http://abi.exdream.com/blog/PermaLink.aspx?guid=42bdcd49-2490-4f60-af1c-3ff54c1be1d1">see
last post</a>) and it is still interessting and insightful. Yesterday I still was
in vacation land and had to force myself to get back to coding ^^ 
<p>
I also reconsidered some choices I made and came to the conclusion that this project
was originally started to make a quick little game with DirectX9 in c# and also to
write a new base engine for upcoming DirectX9 projects. I did obviously spend too
much time researching shaders (DirectX9 fx high shader language) and saw last week
there is no way to implement that nicely in 2 weeks (when the game is running with
all the other parts finished I will reconsider implementing shaders). For the engine
part of the deal this is still great work and I have a lot of base classes for any
shader effect development ready, but for the "quick little game" Lost Squadron part
it is not looking so good. It is a conflict of interests because finishing up something
quickly does not work hand in hand with researching and implementing new techniques.
For this project I think it is better to focus on developing a solid base engine,
next project will be planed much straighter. 
</p><p>
Yesterday I collected a lot of effect graphics and sounds and made some new ones.
I got now a nice collection of effects with graphics and some funny sounds for the
effect engine and made a couple of effect types (parameters, testing, etc.), but when
adding more and more effects it became very obvious that this would be a great think
for scripts. Instead of hating myself later for not using scripts right away, I just
went crazy and implemented the whole effect system in LUA scripts and can add new
effects there without changing any code of the engine. I did the base code for that
a month ago (check out LUA.NET for doing that in c#) and have read the great book
Programming in Lua by Roberto Ierusalimschy. 
</p><p>
LUA links in case you are interessted: 
</p><ul><li><a href="http://www.lua.org/">The Programming Language LUA</a> The online version
of the book by Roberto I. is also available there for free. 
</li><li><a href="http://bandodalua.lua.inf.puc-rio.br/luanet/">LUA.NET for implementing Lua
in .NET</a> Sadly the LUA IL project isn't public yet, but LUA lib is ok too. 
</li><li><a href="http://www.nessie.de/mroth/lunit/">LUnit</a> Unit Testing with LUA. 
</li><li><a href="http://www.quotixsoftware.com/qde_index.htm">QDE</a> THE IDE for LUA development! 
</li><li><a href="http://www.sjbrown.co.uk/lualite.html">LuaLite</a> Syntax highlighting support
for Visual Studio, but does only work for VS2003. 
</li><li><a href="http://lua-users.org/wiki/LuaDirectory">Lua-users.org</a> Everything else
you need for your LUA development 
</li></ul><p>
The effect engine needs still some testing and I haven't worked with lunit yet (will
do that tomorrow), everything should be up and running tomorrow and I will post a
new screenshot with some nice effects then. The rest of the base classes except wayfinding
and enemy ai is also pretty much complete, so I hope I can finish up a small demo
till New Years Eve (driving around, shooting at some stupid enemies). 
</p><p>
Sorry for no screenshot today and sorry for the long pause. Fabian is ill (my intern
helping me out a bit with Lost Squadron), hope you get better till next week :) Tomorrow
the LUA effect engine should work and I will post a screenshot of the actual gameplay
finally (I want to kill some stuff).<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=74f59bc0-3ef3-41c3-9ca5-bf3d793d9b75" /></p></body>
      <title>Lost Squadron, Week 3, Day 2: Getting back on track</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,74f59bc0-3ef3-41c3-9ca5-bf3d793d9b75.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2004/12/29/LostSquadronWeek3Day2GettingBackOnTrack.aspx</link>
      <pubDate>Wed, 29 Dec 2004 11:42:35 GMT</pubDate>
      <description>Omg. I have become a total slacker the last couple of days, no updates here :( I didn't had much time over christmas to code, but I read some more of my Rapid Development book (&lt;a href="http://abi.exdream.com/blog/PermaLink.aspx?guid=42bdcd49-2490-4f60-af1c-3ff54c1be1d1"&gt;see
last post&lt;/a&gt;) and it is still interessting and insightful. Yesterday I still was
in vacation land and had to force myself to get back to coding ^^ 
&lt;p&gt;
I also reconsidered some choices I made and came to the conclusion that this project
was originally started to make a quick little game with DirectX9 in c# and also to
write a new base engine for upcoming DirectX9 projects. I did obviously spend too
much time researching shaders (DirectX9 fx high shader language) and saw last week
there is no way to implement that nicely in 2 weeks (when the game is running with
all the other parts finished I will reconsider implementing shaders). For the engine
part of the deal this is still great work and I have a lot of base classes for any
shader effect development ready, but for the "quick little game" Lost Squadron part
it is not looking so good. It is a conflict of interests because finishing up something
quickly does not work hand in hand with researching and implementing new techniques.
For this project I think it is better to focus on developing a solid base engine,
next project will be planed much straighter. 
&lt;p&gt;
Yesterday I collected a lot of effect graphics and sounds and made some new ones.
I got now a nice collection of effects with graphics and some funny sounds for the
effect engine and made a couple of effect types (parameters, testing, etc.), but when
adding more and more effects it became very obvious that this would be a great think
for scripts. Instead of hating myself later for not using scripts right away, I just
went crazy and implemented the whole effect system in LUA scripts and can add new
effects there without changing any code of the engine. I did the base code for that
a month ago (check out LUA.NET for doing that in c#) and have read the great book
Programming in Lua by Roberto Ierusalimschy. 
&lt;p&gt;
LUA links in case you are interessted: 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.lua.org/"&gt;The Programming Language LUA&lt;/a&gt; The online version
of the book by Roberto I. is also available there for free. 
&lt;li&gt;
&lt;a href="http://bandodalua.lua.inf.puc-rio.br/luanet/"&gt;LUA.NET for implementing Lua
in .NET&lt;/a&gt; Sadly the LUA IL project isn't public yet, but LUA lib is ok too. 
&lt;li&gt;
&lt;a href="http://www.nessie.de/mroth/lunit/"&gt;LUnit&lt;/a&gt; Unit Testing with LUA. 
&lt;li&gt;
&lt;a href="http://www.quotixsoftware.com/qde_index.htm"&gt;QDE&lt;/a&gt; THE IDE for LUA development! 
&lt;li&gt;
&lt;a href="http://www.sjbrown.co.uk/lualite.html"&gt;LuaLite&lt;/a&gt; Syntax highlighting support
for Visual Studio, but does only work for VS2003. 
&lt;li&gt;
&lt;a href="http://lua-users.org/wiki/LuaDirectory"&gt;Lua-users.org&lt;/a&gt; Everything else
you need for your LUA development 
&lt;/ul&gt;
&lt;p&gt;
The effect engine needs still some testing and I haven't worked with lunit yet (will
do that tomorrow), everything should be up and running tomorrow and I will post a
new screenshot with some nice effects then. The rest of the base classes except wayfinding
and enemy ai is also pretty much complete, so I hope I can finish up a small demo
till New Years Eve (driving around, shooting at some stupid enemies). 
&lt;p&gt;
Sorry for no screenshot today and sorry for the long pause. Fabian is ill (my intern
helping me out a bit with Lost Squadron), hope you get better till next week :) Tomorrow
the LUA effect engine should work and I will post a screenshot of the actual gameplay
finally (I want to kill some stuff).&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=74f59bc0-3ef3-41c3-9ca5-bf3d793d9b75" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,74f59bc0-3ef3-41c3-9ca5-bf3d793d9b75.aspx</comments>
      <category>All;Game Development;Lost Squadron;Lua;Programming</category>
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