Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Why You Should Use OpenGL And Not DirectX


Often, when we meet other game developers and say that we use OpenGL for our game Overgrowth, we're met with stares of disbelief -- why would anyone use OpenGL? DirectX is the future. When we tell graphics card representatives that we use OpenGL, the temperature of the room drops by ten degrees.
This baffles us. It's common geek wisdom that standards-based websites, for instance, trounce Silverlight, Flash, or ActiveX. Cross-platform development is laudable and smart. No self-respecting geek enjoys dealing with closed-standard Word documents or Exchange servers. What kind of bizarro world is this where engineers are not only going crazy over Microsoft's latest proprietary API, but actively denouncing its open-standard competitor?
Before we dive into the story of why we support OpenGL, let's start with a bit of history:

What is OpenGL?

OpenGL

In 1982, Silicon Graphics started selling high-performance graphics terminals using a proprietary API called Iris GL(GL is short for "graphics library"). Over the years, Iris GL grew bloated and hard to maintain, until Silicon Graphics took a radical new step: they completely refactored Iris GL and made it an open standard. Their competitors could use the new Open Graphics Library (OpenGL), but in return, they had to help maintain it and keep it up to date.
Today, OpenGL is managed by the Khronos Group -- a non-profit organization with representatives from many companies that are interested in maintaining high-quality media APIs. At a lower level, it's managed by the OpenGL Architecture Review Board (ARB). OpenGL is supported on every gaming platform, including Mac, Windows, Linux, PS3 (as a GCM wrapper), Wii, iPhone, PSP, and DS. Well, every gaming platform except for the XBox -- which brings us to our next topic:

What is DirectX?


Ever since MS-DOS, Microsoft has understood that games play an important role in users' choice of operating systems. For this reason, in 1995, they created a proprietary set of libraries in order to encourage exclusive games for their new Windows 95 operating system. These libraries included Direct3D, DirectInput and DirectSound, and the entire collection came to be known as DirectX. When Microsoft entered the gaming market in 2001, it introduced the DirectX Box, or XBox for short. The XBox was a loss leader (losing over 4 billion dollars), intended to set the stage to dominate the games market in the next generation.
Looking at the games scene now, it's clear that this strategy is succeeding. Most major PC games now use DirectX, and run on both Windows and XBox 360. With few exceptions, they don't work on competing platforms, such as Playstation, Mac OS, and Wii. These are significant markets to leave out, bringing us to the big question:

Why does everyone use DirectX?

Everyone uses DirectX because API choice in game development is a positive feedback loop, and it was shifted in favor of DirectX in 2005.
It's a positive feedback loop because whenever one API becomes more popular, it keeps becoming more and more popular due to network effects. The most important network effects are as follows: the more popular API gets better support from graphics card vendors, and graphics programmers are more likely to already know how to use it.
API use was shifted in favor of DirectX by Microsoft's two-pronged DirectX campaign around the launch of XBox 360 and Windows Vista, including the spread of FUD (fear, uncertainty and doubt) about the future of OpenGL, and wild exaggeration of the merits of DirectX. Ever since then, the network effects have amplified this discrepency until OpenGL has almost disappeared entirely from mainstream PC gaming.

1. Network effects and vicious cycles


On Windows, it's a fact that the DirectX graphics drivers are better maintained than the OpenGL graphics drivers. This is caused by the vicious cycle of vendor support. As game developers are driven from OpenGL to DirectX by other factors, the graphics card manufacturers (vendors) get less bug reports for their OpenGL drivers, extensions and documentation. This results in shakier OpenGL drivers, leading even more game developers to switch from OpenGL to DirectX. The cycle repeats.
Similarly, it's a fact that more gaming graphics programmers know how to use DirectX than OpenGL, so it's cheaper (less training required) to make a game using DirectX than OpenGL. This is the result of another vicious cycle: as more game projects use DirectX, more programmers have to learn how to use it. As more programmers learn to use it, it becomes cheaper to for game projects to use DirectX than to use OpenGL.

2. FUD about OpenGL and Vista


Microsoft initiated a fear, uncertainty, and doubt (FUD) campaign against OpenGL around the release of Windows Vista. In 2003, Microsoft left the OpenGL Architecture Review Board -- showing that they no longer had any interest in the future of OpenGL. Then in 2005, they gave presentations at SIGGRAPH (special interest group for graphics) andWinHEC (Windows Hardware Engineering Conference) giving the impression that Windows Vista would remove support for OpenGL except to maintain back-compatibility with XP applications. This version of OpenGL would be layered on top of DirectX as shown here, (from the HEC presentation) causing a dramatic performance hit. This campaign led to panic in the OpenGL community, leading many professional graphics programmers to switch to DirectX.
When Vista was released, it backpedaled on its OpenGL claims, allowing vendors to create fast installable client drivers (ICDs) that restore native OpenGL support. The OpenGL board sent out newsletters proving that OpenGL is still a first-class citizen, and that OpenGL performance on Vista was still at least as fast as Direct3D. Unfortunately for OpenGL, the damage had already been done -- public confidence in OpenGL was badly shaken.

3. Misleading marketing campaigns


The launch strategies for Windows Vista and Windows 7 were both accompanied with an immense marketing push by Microsoft for DirectX, in which they showed 'before' and 'after' screenshots of the different DirectX versions. Many gamers now think that switching from DirectX 9 to DirectX 10 magically transforms graphics from stupidly dark to normal (as in the comparison above), or from Halo 1 to Crysis. Game journalists proved that there was no difference between Crysis DX9 and DX10, and that its "DX10" features worked fine with DX9 by tweaking a config file. However, despite its obvious inaccuracy, the marketing has convinced many gamers that DirectX updates are the only way to access the latest graphics features.
While many games participate in Microsoft's marketing charade, more savvy graphics programmers like John Carmack refuse to be swept up in it. He put it this way, "Personally, I wouldn’t jump at something like DX10 right now. I would let things settle out a little bit and wait until there’s a really strong need for it."

So why do we use OpenGL?

Given that OpenGL is has less vendor support, is no longer used in games, is being actively attacked by Microsoft, and has no marketing momentum, why should we still use it? Wouldn't it be more profitable to ditch it and use DirectX like everyone else? No, because in reality, OpenGL is more powerful than DirectX, supports more platforms, and is essential for the future of games.

1. OpenGL is more powerful than DirectX


It's common knowledge that OpenGL has faster draw calls than DirectX (see NVIDIA presentations like this one if you don't want to take my word for it), and it has first access to new GPU features via vendor extensions. OpenGL gives you direct access to all new graphics features on all platforms, while DirectX only provides occasional snapshots of them on their newest versions of Windows. The tesselation technology that Microsoft is heavily promoting for DirectX 11 has been an OpenGL extension for three years. It has even been possible for years before that, using fast instancing and vertex-texture-fetch. I don't know what new technologies will be exposed in the next couple years, I know they will be available first in OpenGL.
Microsoft has worked hard on DirectX 10 and 11, and they're now about as fast as OpenGL, and support almost as many features. However, there's one big problem: they don't work on Windows XP! Half of PC gamers still use XP, so using DirectX 10 or 11 is not really a viable option. If you really care about having the best possible graphics, and delivering them to as many gamers as possible, there's no choice but OpenGL.

2. OpenGL is cross-platform


More than half of our Lugaru users use Mac or Linux (as shown in this blog post), and we wouldn't be surprised if the same will be true of our new game Overgrowth. When we talk to major game developers, we hear that supporting Mac and Linux is a waste of time. However, I've never seen any evidence for this claim. Blizzard always releases Mac versions of their games simultaneously, and they're one of the most successful game companies in the world! If they're doing something in a different way from everyone else, then their way is probably right.
As John Carmack said when asked if Rage was a DirectX game, "It’s still OpenGL, although we obviously use a D3D-ish API [on the Xbox 360], and CG on the PS3. It’s interesting how little of the technology cares what API you’re using and what generation of the technology you’re on. You’ve got a small handful of files that care about what API they’re on, and millions of lines of code that are agnostic to the platform that they’re on." If you can hit every platform using OpenGL, why shoot yourself in the foot by relying on DirectX?
Even if all you care about is Windows, let me remind you again that half of Windows users still use Windows XP, and will be unable to play your game if you use the latest versions of DirectX. The only way to deliver the latest graphics to Windows XP gamers (the single biggest desktop gaming platform) is through OpenGL.

3. OpenGL is better for the future of games


OpenGL is a non-profit open standard created to allow users on any platform to experience the highest quality graphics that their hardware can provide. Its use is being crushed by a monopolistic attack from a monolithic corporate giant trying to dominate an industry that is too young to protect itself. As Direct3D becomes the only gaming graphics API supported on Windows, Microsoft is gaining a stranglehold on PC gaming.
We need competition and freedom to drive down prices and drive up quality. A Microsoft monopoly on gaming would be very bad for both gamers and game developers.

Can OpenGL recover?

Back in 1997, the situation was similar to how it is now. Microsoft was running a massive marketing campaign for Direct3D, and soon everyone "just knew" that it was faster and better than OpenGL. This started to change whenChris Hecker published his open letter denouncing DirectX. Soon after that, John Carmack posted his famousOpenGL rant, and put his money where his mouth was by implementing all of Id Software's games in OpenGL, proving once and for all that DirectX was unnecessary for high-end 3D gaming.
This lesson appears to have been forgotten over the last few years. Most game developers have fallen under the spell of DirectX marketing, or into the whirlpool of vicious cycles and network advantages. It's time to throw off the veil of advertisements and buzzwords, and see what's really happening. If you use DirectX, you have to choose between using the weak, bloated DirectX 9 or sacrificing most of your user-base to use DirectX 10 or 11.
On the other hand, if you use OpenGL, you get faster and more powerful graphics features than DirectX 11, and you get them on all versions of Windows, Mac and Linux, as well as the PS3, Wii, PSP, DS, and iPhone. You also get these features in the rapidly-developing WebGL standard, which may become the foundation for the next generation of browser games.
If you're a game developer, all I ask is that you do the research and compare the figures, and decide if OpenGL is a better choice. Some programmers prefer the style of the DirectX 11 API to OpenGL, but you're going to be wrapping these low-level APIs in an abstraction layer anyway, so that shouldn't be a deciding factor. If there's anything about OpenGL that you don't like, then just ask the ARB to change it -- they exist to serve you!
If you're a gamer who uses Windows XP, Mac, or Linux, I hope you can see that DirectX only exists in order to keep new games from reaching your platform, and the only way you can fight back is to support games that use OpenGL.

Taken from: http://linkive.com/home/browser/MTU5NDU0/Comedy/Why%20You%20Should%20Use%20OpenGL%20And%20Not%20DirectX

The 10 best Android hacks

The web’s massed fanboy armies will debate the relative merits of iOS and Android until the apocalypse, but there’s no denying Google’s OS wins out when it comes to customisation – and, if you’ve taken the plunge and rooted your device, then a whole load more options will become available.

It sounds like a complex procedure but, for virtually all Android handsets, it’s surprisingly easy: our own Technical Editor, Darien Graham-Smith, explained how to do it back in September, and instructions for major handsets – such as the HTC Desire, Samsung Galaxy S and Sony Ericsson Xperia X10 are easy enough to find, although you’ll be taking your phone and, perhaps, your warranty, into your own hands if you proceed.
Still, that’s not to say that you need a rooted handset to take advantages of some of these tweaks – here are ten of our favourite Android hacks and tricks, rooted or not:

Replace your car’s satnav system

This will only work if you’ve got a phone that can connect over a TV-out cable – that’ll restrict you to a mere handful of handsets, including the Samsung Galaxy S, HTC EVO 4G and Droid Incredible, which is used in this video – and a car that’ll display the signal on its screen.
If you tick those boxes, though, you could be in for a money-saving treat. Why invest in a satnav, after all, when you could use Google’s own software? It’s got undoubted pedigree: we put it through real-world road tests in the summer against many of its rivals and found it to be the best satnav option.
Satnav’s only the tip of the iceberg. Connect your phone to access your music collection, read your Twitter feed, check the latest headlines or perform any other function on your dashboard. While Android in cars has been mooted before, no concrete models have appeared, so this is the next best thing.

Run Android on your old iPhoneApple iPhone 3G

If you’ve still got an iPhone 2G or 3G gathering dust, it can be hard to know what to do with it – after all, you’ve likely replaced that older model with a snazzy new iPhone 4. If you’d like to experience the unrestricted pastures of Android, though – and perhaps try out apps that Steve Jobs has deemed unacceptable, such as the Wikileaks cables – then follow these steps, which begin with jailbreaking your phone.
You’re not restricted to installing Android on an old iPhone, either. Intrepid developers have busily ensured that a whole range of devices can be hacked to run Google’s OS: from the Windows Mobile-running HTC HD2 to an old netbook.

Overclock your handset

You’ll need to have rooted before trying this trick, but it’s worth it if your phone struggles when multi-tasking or running intensive applications.
Of course, as with a desktop PC, overclocking a phone comes with risks. The processor inside your handset’s been designed to run at a specific speed and, without any active cooling inside its chassis, running the chip at a faster pace will generate additional heat and use more power.
The versatility of these apps does mean that it’s possible to combat these symptoms by underclocking your phone’s processor, saving battery power and potentially prolonging the chip’s life in the process.

Play classic games

One potentially dubious benefit of Android’s open approach is that its market is full of software emulators for classic games consoles: a quick scan on AppBrain reveals software like SNesoid, GameBoid and Ataroid – apps that wear their retro allegiances firmly on their sleeves.
NES controller
While these tools occupy some particularly murky legal ground, that hasn’t stopped several developers creating apps to download ROMs – the software needed to play classic games. Some have been even more imaginative, with one intrepid Dell Streak owner attaching a NES controller to his devicefor more realistic retro gaming action.

Install Ubuntu

Why settle for just only open-source OS on your device? We suspect that this particular trick won’t work if you own older and less powerful Android devices such as the HTC Hero, but owners of newer, faster handsets might want to take a gander at this guide.
It’s an impressive trick – just imagine pulling out your Nexus One at a (very, very geeky) party and booting into Ubuntu. As neat as it is, we’re struggling to think of practical uses for this trickery. After all, Ubuntu isn’t designed for touch interfaces and small smartphone screens could be problematic, too.

Change your look

LauncherPro
Android is the most versatile mobile OS around. Don’t believe us? Take a look at the sheer number of apps, themes and graphics that are available for customising your phone. Numerous apps are designed to replace Android’s stock front-end or manufacturer-provided software, with tools such as LauncherPro, Home++ and HelixLauncher just three of many in the Market.
That’s just the start. Basic modifications like wallpaper changes can be livened up with animated backgrounds, and new icons can be downloaded if you don’t like the standard ones included with your home screen replacement. Tools such as Beautiful Widgets have their own communities churning out hundreds of stylish skins for its software.
It’s also worth taking a gander at some of the home screens posted on Reddit’s Android forum: with examples such as this, this and this regularly making the rounds, it’s no surprise that Google’s OS is doing so well for itself.

Install root-only apps

Rooting your phone opens it up to a whole new world of options, not least the chance to install apps that aren’t available in the regular Market. Plenty of these allow extra control over the behind-the-scenes operations of your phone: some provide quick booting options, others allow your system to access extra memory, and more permit developers to access and edit the SQL databases used by most standard apps.
Plenty of root apps prove themselves useful in other ways. Screenshot tools will prove invaluable if you’re used to the faff of getting screenshots from a stock Android phone, which involves installing the Android SDK and jumping through several dozen hoops. Backup tools, Wi-Fi tethering and battery-management and conservation utilities are all commonplace, too. Root apps tend to be on the geeky end of the spectrum, but they’re very useful.

Control your media centre

Gmote
Having a smartphone means that your media collection needn’t be limited to your PC. Install an app like Gmote alongside its PC server software and you’ll see what we mean: by using Wi-Fi streaming it’ll grant access to your entire media collection.
Its slick interface makes navigating your media collection a doddle and a couple of options mean that you can choose to play files on your PC or on your phone. It’s also possible to switch to a touchpad-style interface that allows you to take control of your PC from your touchscreen.

Open your garage door

Yes, seriously. It’s the work of one imaginative Android owner, and it’s brilliant.

Get the latest Android versions, fast

Every Android user is familiar with the seemingly endless waiting that punctuates every OS update: while Google might announce that the latest version is available, handset owners still have to twiddle their thumbs while their manufacturer and phone network tweak the software and add plenty of crapware before releasing it to paying customers.
If you’ve rooted your phone, though, then you don’t have to go through any of that hassle; instead, merely wait for an eager developer to release a ROM of the latest Android build and you’re good to go. It certainly beats waiting months for HTC to release the 2.1 update for the Hero.



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Shamelessly stolen from: http://www.pcpro.co.uk/blogs/2011/01/02/the-10-best-android-hacks/
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Sequels have become quite commonplace in today's gaming market. Walk into a game store, and everywhere will be the number "2", with "3", "4" and "13" also making occasional appearances. Thinking up a new intellectual property (IP) is hard work, but it's easy to just slap a number and perhaps a snazzy subtitle on the end of your game's name, tweak the graphics and add a new feature or two, right? Actually, no.
Have a look at GameRankings. You will notice that the majority of sequels attain a lower average score than their predecessors. Reviewers generally think they are making these reasons perfectly clear: "A lack of innovation in the franchise". But that's not always the case. We tend to judge a sequel by much higher standards than we do a new IP, because if it looks and feels like the previous game in the franchise, in our eyes, it may as well be the previous game in the franchise. So what, exactly, causes the sometimes-fatal disease known as "Sequelitis"? Let's use some examples and have a look. I'll be using GameRankings, as it includes a large number of reviews. And just because standards do change over time, and we reviewers can be slightly random at times, I will only be including games where the discrepancy is more than 4%.

But first, a brief word about the whole "did not evolve" thing. I think it's really just a line reviewers use when they want to reduce a sequel's score, but aren't quite sure why. TakeAssassin's Creed as an example.

Assassin's Creed II (PS3): 90.47%
Assassin's Creed: Brotherhood (PS3): 91.50%

This doesn't count as breaking the 4% rule, because review scores favour old games, and yetBrotherhood attained a higher score than its (fantastic) predecessor. Brotherhood has evolved less than the large majority of games panned for being "too similar" to their predecessors. Actually, Brotherhood got this comment as well, but it doesn't seem to have affected reviews very much. Anyway, without further ado, the five lessons:

Lesson 1 - Don't Take Six Years to Make Your Sequel
Gran Turismo 4: 89.61%
Gran Turismo 5: 84.69%

When you take six years to make a game, it had better be the pinnacle of game design. Every time you delay a game, your customers grow impatient and begin to think "This had BETTER be good". Yes, GT5 was an enjoyable racing game when it arrived, but it wasn't the brilliant, awe-inspiring game that we were expecting. This doesn't only apply to sequels, but people's expectations for the GT franchise are already extremely high, and six years of development just added to that. As such, this isn't as much of an issue for sequels to mediocre games.

Lesson 2 - Don't Re-Use the Same Engine Over and Over Again
Fallout 3 (X360): 92.79%
Fallout: New Vegas (X360): 83.64%

The Gamebryo engine has been in use for four years now, and New Vegas is exactly why it needs to be retired. When you try to cram a new game into an old engine, it is going to be a mess. New Vegas is considered one of the buggiest (good) games of this generation. Fortunately, Bethesda has already learnt its mistake, and The Elder Scrolls V: Skyrim is using a brand new engine. Oh, and while we're on this point, don't let another developer use your engine. Ever.

Lesson 3 - Try Not to Lose Your Lead Designer
BioShock (X360): 94.95%
BioShock 2 (X360): 87.89%

AND a more extreme example:

Devil May Cry: 92.60%
Devil May Cry 2: 73.61%

Don't get me wrong; I enjoyed BioShock 2 very much. It was entertaining and pretty brutal, in a good way. But without the artistic genius of Ken Levine, well, it felt like it was missing something. A heart. A reason why we should care about any of the characters, or the story. I have no idea how he does it, but he does it pretty darn well. I've heard it argued that this is one of those "did not evolve" games, but I don't quite agree with that. A range of new plasmids and tonics, new weapons, a new setting, and the whole Big Daddy gameplay on top of that. Pretty much the same was true for DMC2. Mikami had little input in the development of DMC2, and it ended up being decidedly average. This one only really works if the original was a good game, which is not a prerequisite for making a good sequel (as we'll see later)

Lesson 4: Don't Get Rid of What People Loved in the Original
Star Wars: The Force Unleashed (X360): 73.88%
Star Wars: The Force Unleashed II (X360): 64.19%

The Force Unleashed wasn't exactly the pinnacle of game design when it launched, but it had one thing going for it: story. Really, everything else sucked, except for, arguably, Force Push and Force Throw. Nobody is denying that TFU II is a much more polished game and that it's better designed to boot. I'm also sure that nobody would deny Revenge of the Sith has better special effects than Empire Strikes Back. And yet, the latter is a better film, and TFU is a better game. Story is more important to a film than a game, but Star Wars is Star Wars, and if the story isn't good, you can't enjoy the rest of it. It was the saving grace of the original and the killing blow to the sequel. Just look at the "good ending". Come ON.

Lesson 5: Don't "Evolve" Too Much
Command &Conquer 3: Tiberium Wars (PC): 85.45%
Command &Conquer 4: Tiberian Twilight (PC): 63.97%

This is perhaps one of the worst sequels ever. When you have a long-running, well-loved and well-received RTS series centred around base building, the last thing you want to do is "evolve" and get rid of it completely. If you change from your predecessor too much, you lose any connection with it, and fans of the old game will not be fans of the new. And with this, I think we can hammer the final nail into the coffin of the "games must evolve" theory.

But enough negativity and broken dreams. Let's take a look at some genuinely improved sequels, and see if the five criteria apply.

Prime Example 1
Uncharted: Drake's Fortune: 89.70%
Uncharted 2: Among Thieves: 96.41%, Several Game of the Year awards.

This will be the least improved sequel on this list, because Drake's Fortune was actually a great game in its own right. But Naughty Dog stepped up to the plate and delivered an incredible experience.
1) This took only two years to make; nowhere near six.
2) Two years, and they still improved the engine. It was also developed in-house, so Naughty Dog knew how to use it.
3) Amy Hennig was the Director of Drake's Fortune, and though her job was split up forAmong Thieves, she remained Creative Director.
4) Beautiful environments? Improved. Brilliant characters, dialogue and story? Improved. Actually, this calls for a new lesson.
5) It still felt like the original Drake's Fortune at heart, just a much more polished version.

Lesson 6 - Improve Everything.

This might sound like a given, but very few games actually do it. You might think "it's okay, we'll leave this as it is", which will mean that, at best, it will be as good as before, or even worse, "We'll improve this by making this other thing worse", which is exactly how we ended up with Force Unleashed II. If you leave something unimproved, it will come back to bite you.

Prime Example 2
Assassin's Creed (PS3): 78.82%
Assassin's Creed II (PS3): 90.47%

There was far more room for improvement here, because Assassin's Creed wasn't particularly good. The criteria:

1) Again, two years.
2) Fine, the same engine here, but look at how beautiful Assassin's Creed was to begin with. These rules aren't necessarily set in stone. And again, two years, and an in-house development engine.
3) I said that this wasn't a requirements for sequels to average games, but they still kept Patrice Desilets. The ideas behind AC1 were good; just not the execution.
4) What did people love in the original? Viewpoints? Better than ever. Assassinations? Far more frequent, and without the absurd monologues and menial side-missions that accompanied them. Platforming? Still there in huge quantities.
5) Even though it did improve everything, anyone playing ACII could tell that it was a sequel toAC, and no fans of AC would be alienated.
6) Combat was improved. Story and characterisation were massively improved, as was sound. Even the already-solid platforming was improved.

Prime Example 3
Killzone: 73.92%
Killzone 2: 90.07%

As with Assassin's Creed II, there was plenty of room for improvement, and Guerilla did a fantastic job.

1) Four and a half years, but it was a new platform, and the game did actually live up to expectations, and exceed many, because its predecessor was so mediocre.
2) It would probably be a cause for concern if Guerilla used the same engine on two platforms, so it's good that they didn't.
3) Nobody actually seems to know who directed Killzone, but Mathijs de Jonge did a fantastic job outdoing them.
4) This didn't actually happen, but Killzone 2 was never really marketed to the Killzoneaudience.
5) Pretty much the same as 4)
6) Everything certainly was improved, from the graphics, to the sound, to the gunplay.

Killzone 2, then, is a special case. You can, in extreme circumstances, just pretend that the original never existed, and go from there. This is an option when you expect the sequel to be FAR better, and when the original wasn't very popular to begin with, so there is no risk of alienation. Your game had also better be pretty awesome, so even the fans of the original will see some new charm here.

So, there we have the six criteria that seem to fit most games. Again:

1) Don't spend too much time on development.
2) Change your engine every so often, and if you can, use one that you've developed yourself.
3) Try to keep the team the same, especially if the original was good.
4) Don't get rid of the parts of the original that people loved.
5) Don't try to evolve too much and forget what made the original great.
6) Improve everything, because one bad aspect can bring the whole game crashing down.
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Shamelessly stolen from: http://gamrfeed.vgchartz.com/story/83289/how-to-make-a-good-sequel/
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Open source Android games

Like a week ago, we featured one of the best collection of open source Android apps here. Now lets talk about Android games, not just normal games, but the real open source ones.


  • Tiltmazes is an open source logical puzzle game for Android platform. A ball sits in a flat tray containing one or more squares. The challenge is to guide the ball around the tray and collect all the squares. Download Tiltmazes.
  • Asqure is a simple open source square game for Android. The screen is covered with colored squares or circles. When you align 3 or more in a row, all adjacents sprites of the shape and color vanish. Download Asquare for Android.
  • Noiz2-droid is a port of the game Noiz2 to the Android platform. The Android port has additional features like adjustable difficulty level support, neat sound effects and also touch screen and sollerball support. More info - Noiz2-droid for Android.
  • OpenSudoku is a simple open source sudoku game. It's designed to be controlled both by finger and keyboard. It's preloaded with 90 puzzles in 3 difficulty levels. More info.
  • Newtonscradle - Newton's Cradle model has a simpleUI. Drag and drop the balls to create motion or you could use accelerometer also. More info and screenshots.
  • Vexed is a fun and addictive puzzle game developed originally for PalmOS, but now has an open source Android version. More info and screenshots.
  • Crosswords for Android lets you download and solve crosswords from around the world. More info on Crosswords for Android.
  • DieDroid is a dice roller app useful for RPGs and other games. Comes with a general polyhedral dice roller, RPG-specific dice rollers, and a dice roller for a popular dice game. It is also and open source application under GPL. More info here.
  • Timer is a nice and simple stop watch application which is also open source. More info.
  • Andoku is yet another open source sudoku puzzle game for Android. More info.
  • Missile Intercept is an open source city defence game. Can be played either landscape or portrait, has unlimited levels and cool retro graphics. More info here.
  • Rattlesnake Free lets you play first 10 levels of Rattlesnake for free. Full touch, key, and dpad support. More info here.
  • Vector Pinball is a free and open source pinball game, with simple vector graphics, a physics library for accurate simulation, and no ads. More info here.
  • Wordsearch-android is a word search game for android currently in the Android Market as "Open WordSearch". More info here.
Thanks to androlib and this wiki listing for these incredible open source Android games. And please don't forget to check out this brilliant collection of open source Android apps andopen source iPhone apps as well.

Check out the an anime project solely made through Free and Open Source software click here.
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