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| subject: | OS/2 Warp Game Development Seminar, |
* Original Area: comp.os.os2.programmer.misc
From: daveb{at}netcom.com (Dave Briccetti)
Subject: OS/2 Warp Game Development Seminar, One Developer's Report
One Developer's Report of the
OS/2 Warp Game Developer's Seminar
by Dave Briccetti
August 19th, 1995
DRAFT
I. Introduction
On August 16th, 1995, I attended the OS/2 Warp Game Developer's
Seminar, presented by the IBM Personal Software Products Solution
Developer Organization in San Mateo, near San Francisco. This is a
brief report about my experiences at that event.
Please forgive any errors in product and company names and the
like, and send me corrections. I haven't double-checked facts and
figures. I have no association with any of the products or compa-
nies mentioned herein, except that I'm a member of several IBM
vendor support programs.
II. About Me
For those of you who don't know me, I'll tell you a little about
myself. I have been developing applications for OS/2 since 1987, as
an independent developer and consultant. I am a cofounder and the
president of the OS/2 Bay Area User Group, a large, independent
organization of OS/2 users and developers. Most of the develop-
ment work I have done has been with C and C++ and PM, in the
areas of business and scientific programming.
Recently I have felt compelled to do something flashy and fun;
either games or edutainment software development for OS/2. I
bought several great books on graphics and game programming, and
now IBM has released Beta 1 of its OS/2 Warp Entertainment
Toolkit. I'm ready!
III. Presentations
After a continental breakfast I took a seat with about 80 other
developers in the classroom at the Solution Partnership Center. Like
the airlines, IBM had overbooked the event, but they weren't offer-
ing free future classes to people who would go away. (Their classes
are free anyway.)
1. Welcome & Introduction
E. Lloyd Webber, Worldwide Games Brand Manager from Boca
Raton, Florida, started the presentations. Lloyd announced the OS/2
Warp Entertainment Toolkit Beta 1, which is part of the now ship-
ping Developers Connection 8. He made it very clear that IBM
wants to help game developers, and told us that they want to hear
from us about how they can help us.
2. Video Performance
Next up was one of the Entertainment Toolkit developers, Luis
Rodriguez, on video performance with Direct Interface Video
Extensions (DIVE). Luis showed an animated jet fighter in a win-
dow (some of you have seen this before), and it was running so fast
it was just a blur. It was running at around 135 frames per second.
In full screen it was about 36 frames/second.
Luis took us through the steps involved in using DIVE from a pro-
gram. I won't go into the details since they are documented so well
elsewhere. Take a look at the IBM OS/2 Games Home Page for
more information. See the last section of this report for the URL.
One interesting feature of the toolkit allows a PM game developer to
switch to full-screen modes such as 320 x 200, which is typical for
games, and get the same performance as DOS games while still
using the PM architecture.
3. 3D Graphics (BRender)
After a break we had a fascinating and awesome demonstration of
BRender, a 3D real-time, high performance rendering program, an
evaluation copy of which is included with the toolkit. BRender
stands for "Blazing Render," and it truly blazes. Rich Seidner of
Argonaut Technologies (formerly with IBM and then Kaleida)
showed the product, along with several games such as FX Fighter
which use BRender.
Here the topic drifted far from OS/2 as people asked esoteric ques-
tions about other platforms, and most of the stuff Rich showed was
under DOS. Nonetheless, the technology is fascinating, and running
under OS/2.
Rich announced a special offer: For a limited time, developers may
license BRender for unlimited, royalty-free use under OS/2 for a
onetime fee of $2,000. For multi-platform use, the fee is $10,000.
IV. Lunch and Technology Demos
IBM fed us sandwiches and cookies and we wandered around to
various rooms where we could meet the toolkit developers and other
IBMers from Boca and Austin. One of those developers was Mike
Brown, the author of PMMPEG, a program to display MPEG mov-
ies. Several months ago Mike added DIVE support to PMMPEG,
and he showed me the difference. The color and speed improve-
ments are quite impressive.
I also saw programs with the new network games APIs demon-
strated. There were some glitches but the concept is pretty cool:
OS/2 APIs to connect players up to a game over the internet.
V. Presentations, Continued
1. Audio
Next up was Larry Kyrala who talked about Direct Audio and real-
time MIDI. These features allow more precise control over audio in
the dynamic game environment. One buzzword I heard was "score
richening." I think this means that when you're getting your ass
shot off in a game the music gets louder and busier.
2. Input Devices
Herman Rodriguez was the next speaker. Herman leads the toolkit
development team. He struck me as being very knowledgeable and
capable. In this segment he talked about device driver support for
generic input devices, and joysticks specifically. He has developed
an API which not only supports current analog joysticks, but which
will support new digital joysticks being developed. He said his goal
was to generalize the interface to support devices such as data
gloves.
3. Multi-player Network
The toolkit includes warpnet.dll, which provides an API to support
multi-player games over a network. The API currently supports
TCP/IP. There are functions such as WarpNetInitialize, Open,
Broadcast, PackSend, PackRecv, and Close. Herman Rodriguez
made this presentation.
VI. Technology Demos
After the presentations we were invited to wander around and meet
the developers and look at their demonstrations. I saw an early ver-
sion of Avarice, from Stardock Systems. It has stunning graphics,
but the guy running it (an attendee like myself) didn't know how to
run it and we just didn't get it. It was very soothing and mellow, but
I'm a Dark Forces kind of guy, I guess. Psygnosis' Lemmings for
OS/2 was cute. SimTown was there but I didn't see it. I think I saw
Star Emperor, which I believe is the follow-on to the highly suc-
cessful Galactive Civilizations. It looked good.
VII. Conclusion
I very much enjoyed taking a day and immersing myself in this new
entertainment development technology. I remain convinced that
IBM is committed to supporting OS/2 developers. IBM's develop-
ers of this new technology appear quite knowledgeable, and they
obviously enjoy what they're doing. Now let's see if I can satisfy
my own creative needs and develop something fun!
VIII. More Information
I can be reached at daveb{at}netcom.com, and 74475,1072 on Com-
puServe, or by phone at 510 945-7565, Ext. 210.
The IBM OS/2 Games Home Page is
http://www.austin.ibm.com/os2games.
Herman Rodrigues, Toolkit Manager: hermanr{at}vnet.ibm.com.
Rich Seidner, Argonaut: rich{at}argonaut.com.
Bradley Wardell, Stardock Systems: wardell{at}ibm.net
IBM Solution Partnership Center, OS/2 Program Manager, Keith
Lew, kflew{at}nvet.ibm.com.
** END **
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