Experimenting with Bluetooth

One of the challenges writing games for the touch-table is handling hidden information. So far we have used two solutions: Physical blinds that rest above the sensor and block the view of the other players, and a touch-to-reveal system where the player blocks the view with their hand and touches the screen to reveal their cards.

Many of our users have smartphones, and I thought that it would make sense to let them use their smartphone for the display of the hidden information. In the past, have experimented with a web based system where the game is hosted on a webpage and played on browsers. This works, but when the game is written in C++ for the touch-table, the game has to send data to the web-server so that the clients can display it. This creates extra overhead and lag.

Instead, I thought it would work better to send the hidden information directly to the phones over bluetooth. So I set out to write a C++ server that would use bluetooth to broadcast data to Android clients. This ended up being more difficult than I expected, but I did get it to work and wanted to post what I have done.

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Dead iMac

We got an iMac in January 2009 to compile Hackers of 2073 for iOS. After finishing the game, we used the Boot Camp feature to set up the machine as a Windows box and set it up in the kitchen for recipes and web browsing. The machine worked well for this use and we really liked that it was nearly silent.

A month or so ago, the hard drive died. Unfortunately it is not included in the list of defective iMac’s which were sold after October 2009, so I wanted to replace the bad drive. This is something that I have done many times on my PCs. I knew that it would be harder on the iMac since it is an all-in-one machine. I imagined that it would be like fixing a laptop. Continue reading “Dead iMac”

Integrating Awesomium into Torque

Battle Home, one of the games that MCG is developing for Mesa Mundi, has a lot of options which dramatically change the rules to the game. For previous games, we have created instructions by making one or more graphics in Powerpoint or Photoshop and displaying that  graphic on the screen. For this game, each combination of options was going to require another set of images. It would be much easier if we could create the instructions dynamically based on the options selected.

Enter Awesomium, a C++ library that lets you put the Chrome/webkit web renderer into your application. While it was not trivial to integrate Awesomium into torque it does allow us to display any HTML or public webpage within our games.

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