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  <title>Current Projects</title>
  <link rel="alternate" type="text/html" href="http://aaroncorff.com/" />
  <link rel="self" href="http://aaroncorff.com/SyndicationService.asmx/GetAtom" />
  <icon>favicon.ico</icon>
  <updated>2010-06-25T15:01:05.8806899-07:00</updated>
  <author>
    <name>Aaron R Corff</name>
  </author>
  <subtitle>Aaron Corff's Projects</subtitle>
  <id>http://aaroncorff.com/</id>
  <generator uri="http://dasblog.info/" version="2.1.8102.813">DasBlog</generator>
  <entry>
    <title>indie project</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2010/06/25/indieProject.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,1277055e-1a50-466a-9b50-3d54ca47987b.aspx</id>
    <published>2010-06-25T15:01:05.8806899-07:00</published>
    <updated>2010-06-25T15:01:05.8806899-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I am currently working on an indie game
with my friend Ben Hollmen. We are using the Love engine to create a simple 2D platformer.
We are mostly using this game to get familiar with the engine and are planning on
working on some more complicated games after this one. It has been an interesting
experience so far. The engine is in LUA which i did not know before so i have had
to teach myself it. At the moment Ive almost finished going over LUA and familiarizing
myself with the engine. I also have a pretty decent start on a 2d lvl editor I am
writing in C#. Ill update more about this as we continue to work on it.<br /><p></p><img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=1277055e-1a50-466a-9b50-3d54ca47987b" /></div>
    </content>
  </entry>
  <entry>
    <title>Boggle</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2010/06/04/Boggle.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,59a87624-ce9b-4330-b85e-f0b90f952460.aspx</id>
    <published>2010-06-04T01:41:21.0211487-07:00</published>
    <updated>2010-06-04T01:41:21.0211487-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">A version of boggle I made in C#. Currently
has an intermittent bug that will very rarely reject a word that seems valid. I am
still trying to figure out the cause. It does work other then that though. Game supports
up to 6 players so enjoy.<br /><br />
To install just unzip with win rar. Game is the exe in the folder.<br /><p></p><a href="http://aaroncorff.com/content/binary/Boggle.rar">Boggle.rar (325.93 KB)</a><img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=59a87624-ce9b-4330-b85e-f0b90f952460" /></div>
    </content>
  </entry>
  <entry>
    <title>Video of Airship Comander</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2010/06/02/VideoOfAirshipComander.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,a3d9a99a-1607-4ed2-80d2-f4fcff339332.aspx</id>
    <published>2010-06-02T16:22:50.2742855-07:00</published>
    <updated>2010-06-02T16:22:50.2742855-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">Here is a small you-tube video of some of
the game-play from Airship Commander it gives you some idea of what the game-play
is like if you don't want to download the game.  http://www.youtube.com/watch?v=WutPuua4pCM
Just copy and past the link into your browser to view.<br /><p></p><img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=a3d9a99a-1607-4ed2-80d2-f4fcff339332" /></div>
    </content>
  </entry>
  <entry>
    <title>updated Resume</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2010/06/02/updatedResume.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,bea8fa06-af1a-43de-b4b3-2e3854e5c757.aspx</id>
    <published>2010-06-02T16:19:45.943-07:00</published>
    <updated>2010-06-04T01:36:16.5641267-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">I updated my resume to my current projects
and made it look prettier. I am posting it here for anybody who is interested.<br /><p></p><a href="http://aaroncorff.com/content/binary/Aaron%27s%20Resume.pdf"><br /></a><a href="http://aaroncorff.com/content/binary/Aaron%27s%20Resume1.pdf">Aaron's
Resume1.pdf (77.88 KB)</a><img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=bea8fa06-af1a-43de-b4b3-2e3854e5c757" /></div>
    </content>
  </entry>
  <entry>
    <title>Trapped</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2009/03/03/Trapped.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,5afa448a-75d0-4d5a-80b4-5f68f8f14984.aspx</id>
    <published>2009-03-03T01:34:49.1367419-07:00</published>
    <updated>2009-03-03T01:34:49.1367419-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
        <p>
This is a group project that I worked on about half way through the program. It did
not turn out perfectly the way I wanted but it was still a valuable learning experience.
The biggest set back in the project was not being able to get all the assets we wanted
and having to settle for a model of Link from Zelda and a random tile set found on
line. Other then that I would have loved to have had more time to go back and redesign
the levels since we only had time to create them once and almost no time to test them.
This unfortunately ended up with very complicated levels. However the base technology
behind the game was still sound and it is something I definitely enjoyed the challenge
of making. Any way here is the game if you would like to try it out.
</p>
        <img border="0" src="http://aaroncorff.com/content/binary/SR_ScreenShot2.png" />
        <a href="http://aaroncorff.com/content/Trapped.exe">Trapped
(97 MB)</a>
        <img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=5afa448a-75d0-4d5a-80b4-5f68f8f14984" />
      </div>
    </content>
  </entry>
  <entry>
    <title>Airship Comander design</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2009/03/03/AirshipComanderDesign.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,90b43d2a-e209-4270-ba9f-5983a669bfa9.aspx</id>
    <published>2009-03-03T01:17:44.0545607-07:00</published>
    <updated>2009-03-03T01:17:44.0545607-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
        <p>
How we decided to make Air Ship commander is an interesting story. the first two ideas
that we had where a translation to digital format of the board game house on the hill
and a 3d puzzle/platformer that was based on the mini-game in the third Xenosaga series.
We ended up scrapping the puzzle game after finding out that a game with a very similar
concept had already come out in the last few months. This left us with doubts about
a second game. I suggested an airship strategy game that would be somewhat of a real
time version of the battle system in Skies of Arcadia. The other members of the team
seemed to like the basics of the idea but still wanted to change around a few things.
We all went home for the day and thought about it. The next day we come back each
with there own ideas and took the ones that we all liked as a group. This ended up
with every body having input on the project and it being something that we all had
a part in designing. Below is the design docs that we had to make in the first few
months of the project and the ideas we had then. Feel free to take a look and see
what we where trying to achieve vs what we got. 
</p>
        <a href="http://aaroncorff.com/content/binary/Final Document.doc">Final Document.doc
(3.82 MB)</a>
        <img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=90b43d2a-e209-4270-ba9f-5983a669bfa9" />
      </div>
    </content>
  </entry>
  <entry>
    <title>More code details and FS final project</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2009/03/03/MoreCodeDetailsAndFSFinalProject.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,a4c3920c-3312-4cb5-a670-fa5b563a2f33.aspx</id>
    <published>2009-03-03T00:23:05.96-07:00</published>
    <updated>2009-03-03T01:03:01.8344974-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
        <p>
This post will go into specifics about some of the coding challenges faced and will
be a bit technical just as a warning. The first big hurdle that i faced was getting
the obstacle avoidance steering behavior to work right. All the methods for implementing
it that I could find documented largely depended on having a precise point of collision
to calculate from as well as having some kind of bounding box around the object. However
the way that are collision system was set up it could only tell me which side of the
ship that I had collided with and not where. The bounding box problem I solved by
creating my own based on the current dimensions of the ship and while not precise
did the job. Then I had to solve the problem of getting a point by doing a plane to
line segment test on the side I knew I had collided with. This mostly worked out but
do to slight discrepancies between the dimensions stored in the ship class and the
actual model size occasionally makes for strange behavior. The next problem with the
avoidance algorithm did not occur till much later in the project. This was once the
island objects where added into the game and had a slightly different method of checking
collision against them. This involved a line segment to circle check and normally
would have gone fine but some where in the calculations a float over flow error was
happening. I had never seen this error occur before so it took me some research to
find out exactly what was happening. After that I was able to solve the problem by
putting in some checks to prevent the over flow as well as fixing a heap corruption
error I shall mention later but it was still annoying because it consumed a good couple
of days time. 
</p>
        <p>
Other then the problems with the obstacle avoidance the only other major AI problems
where mostly a result of my designing a system that I had never tried to create before.
This lead to me having to redo the code system a few times as well as having to rewrite
several functions. For example I had not planned to need a function for calculating
the average firing distance from the middle range weapons on the AI ship to the player
ship but had to add it in later when some of my other functions ended up needing this
information. Most of the changes where miner additions like this but they where unplanned
do took up time on the schedule. Fortunately I had allowed for some of this to happen
so I did not end up being too bad. The longest part of this was actually writing the
scripted decision trees themselves. This I had not anticipated and did put me a little
behind. The delay was mostly having to go back and edit an existing tree over and
over again till i achieved the type of behavior I wanted that particular AI to have.
In the end it was all still done on time but it did take a little longer then I thought
and did not leave me as much time as I would have like to try to go back and stream
line some of the old code that I had written. I guess I should have done that as I
wrote the code but at the time since I had scheduled for it I did not worry about
it. 
</p>
        <p>
The last major coding problem that I faced in the game had nothing to do with the
AI coding but with tracking down a heap corruption error. We had been seeing the error
pop up in out files for some time since the start of the project and several of us
had tried to fix it but nobody had had any luck at it yet. It was pretty miner at
first only causing a break point to be hit in debug mode and not having any real effect
in release. However it eventually started to have effect in other systems in the game.
At this time I was a little bit ahead of schedule so I decided to take a look at it.
I went through every line of code looking for possible places that could cause that
kind of bug. I had to do this because we had already tried more traditional bugging
techniques and was getting no where with them. After reading through the code I finally
tracked it down to a problem in out font system that was using local memory to create
some of the storage classes for the fonts. It was a very easy fix once I found it
but it was hard to find.
</p>
        <p>
Well thats the hight lights of the coding challenges that I ran into a few other things
where took a lot of work to get done but still fell into the area of work that I had
expected to have to do. Other miner bugs showed up as well but nothing that took more
then a couple of hours to track down and fix.
</p>
        <img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=a4c3920c-3312-4cb5-a670-fa5b563a2f33" />
      </div>
    </content>
  </entry>
  <entry>
    <title>Full Sail Final Project</title>
    <link rel="alternate" type="text/html" href="http://aaroncorff.com/2009/03/03/FullSailFinalProject.aspx" />
    <id>http://aaroncorff.com/PermaLink,guid,1a56b64d-b345-483b-9b97-7b5fe9e6372d.aspx</id>
    <published>2009-03-02T20:38:38.659-07:00</published>
    <updated>2009-03-04T02:33:45.7037839-07:00</updated>
    <content type="xhtml">
      <div xmlns="http://www.w3.org/1999/xhtml">
        <p>
Here is the download for the final project at Full Sail university. It was quite an
experinace creating it and one that I greatly enjoyed. The hardest part of this was
probably traking down heap corruption errors and dealing with the trouble of designing
an AI system that I had never tried before. At the same time, however, designing that
same system was quite enjoyable as well. The challenge of doing something completely
new is actually very very fun. Well anybody who want to play the game feel free. It
is downloadable from this post. I hope you all enjoy Airship Commander. 
</p>
        <img border="0" width="800" src="http://aaroncorff.com/content/binary/3.jpg" />
        <a href="//aaroncorff.com/content/Airship Commander.exe">Airship
Comander (162 MB)</a>
        <img width="0" height="0" src="http://aaroncorff.com/aggbug.ashx?id=1a56b64d-b345-483b-9b97-7b5fe9e6372d" />
      </div>
    </content>
  </entry>
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