07.20
Just another WordPress weblog
Last year I was honored to present about one my roles at developing Garshasp video game (along side Special Fx and Programming which I presented at another conference), I thought it’s a good idea to post the presentation files online here too.
Many thanks to Mr. Fassihi (the project lead and an elegant programmer) for giving me the opportunity and honoring of working on this great game.
I just uploaded my last year’s 2D Platformer that I made with ActionScript 2.0 in Flash for a friend, thought it’s time to put it here too:
The graphics are borrowed from NES’s Super Mario Bros. and was just a placeholder for my own characters and environments, which will be used in this year’s game.
Hi,
It’s been quite a while since my last post and that clearly shows how productive I’ve been in terms of gaming dev and my world, which is slim mostly because I’ve been doing my conscription service which takes at least half of my day and makes me wake up at 6am, which kills afternoons, if there is any. But I managed to delete alot of fancy stuff from the game and rewriting lots of code, like getting rid of state management and other things. I’ll probably won’t make an editor for this game, I have better thoughts.
I just wish I could get back to how I used to work on Garshasp, on my own game.
Later.
With this class I can easily monitor anything on the screen. On programming non-interactive software, you can easily put breakpoints and wait for it to get hit, then with help of your IDE, check the what-not but in games, you can’t do that for obvious reasons such as everything is much more dynamic and putting a breakpoint will prove useless and similar problems.
Here’s an screenshot showing current state and DebugInfo in action:
Now with this tool, I can finally solve the big bug of states.
Here we go.
از هر طرف که رفتم؛ جز وحشتم نیفزود
زنهار از این بیابان وین راه بی نهایت
در این شب سیاهم گم گشت راه مقصود
از گوشه ای برون آی ای کوکب هدایت
…
براي مهندسين بن بست بي معناست ، يا راهي ميابند يا راهي ميسازند . 5 اسفند روز مهندس گرامي باد
There is no dead end for an Engineer, he either finds or builds a way. Happy Engineer’s Day!

I just heard that Smartest Man Alive a.k.a. John Carmack will be presented with the Lifetime Achievement Award at this year’s Game Developers Choice Awards, in recognition of “two decades of groundbreaking technical contributions, and his role establishing the first-person shooter genre with landmark titles like DOOM and Quake.”
Gamasutra did a good job of recapping Carmack’s many achievements:
John Carmack and his team at id Software, the company he co-founded in 1991, pioneered real-time 3D graphics in game, setting the pace and the standard for other developers to follow. Carmack and his colleagues at id are credited with essentially creating the modern-day first-person shooter (FPS) genre with the PC game Wolfenstein 3D in 1992, and helping to popularize networked multiplayer gaming on PCs with the release of Doom in 1993.
id has gone on to create other major FPS and action game franchises such as Quake, and Carmack and id Software are currently in development of a number of projects, including the free-to-play, web-based title Quake Live, the upcoming new franchise RAGE, and Doom 4.
As a largely self-taught technology purist, Carmack has devoted himself to pushing the limits of hardware and software. He’s helped to set the technical and gameplay standard for modern 3D gaming – and in the process, created some of the most popular video game franchises in history, which is why he’s being honored by the Game Developers Choice Awards this year.
Of course I’m always after a reason to honor my wretched blog with bits about his honor.