Interfacing with UI #4 – Coherent UI

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here.

Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it.

Why Move… Again?!

Changing UI library is no small task and it’s definitely not something to be undertaken lightly, especially twice in the same project. So… why did we move? Ultimately it came down to two main points.

We found Unity’s UI was not up to standard at the time

When Unity UI came out I started porting our mod tools over to it. Whilst doing this I encountered a lack of functionality and lots of bugs. The framework was far from mature and lacked a lot of features and functionality you would come to expect from a UI middleware. Unity open sourced it, which was a great move, but even today there is functionality and features missing and the workflow just didn’t fit what we wanted.

We needed a mod friendly UI system

This is an especially important point. As you may know by now flexible mod support is one of our core design pillars for Solitude and Unity UI just isn’t mod friendly one bit. It’s heavily Unity Editor based and, while you can set up the UI at runtime, it takes a lot of code to achieve simple, reliable results. We needed something that modders could easily edit, play around with and get into the game. The only way we could manage that would be for us to write a layout tool as part of the game mod tools and a converter for changing this custom layout format into Unity UI. To be blunt – that wasn’t going to happen. We’re too busy with critical features as it is so having to write a UI converter would be too much work for us.

So I decided to expand our search which lead to me find Coherent UI.

Coherent Labs

Coherent UI

Coherent UI is a user interface middleware developed by Coherent Labs. It integrates a wrapped chromium renderer (think: Chrome web browser) to provide HTML, CSS and Javascript support for user interfaces. I took to my research and after a few example projects I quickly realised how perfect for Solitude this would be. This was in January 2015.

Coherent provided loading of UI in the form of HTML, CSS, Javascript, the bindings and hooks for linking the renderer into Unity but it didn’t provide any kind of complex framework for controlling all these. To keep inline with our mod support design pillar we needed a flexible system for modders to define user interface components that can be loaded and removed from the game. It took us a few weeks of solid development effort but after we had finished we had a framework that allowed us to create user interface components and bind them to the game. Not just that! We were able to separate the UI logic from the components so the UI logic stayed in the Lua mod scripting layer and the pure view stayed in the JavaScript code.

This framework proved to be very flexible and allows modders to inject their UI mods into the core Solitude game, or provide UI functionality for more extensive mods they create all in a well known format. It even allows for real web browsing! (We’re limiting that for the core game but modders are welcome to unlock it with a simple change).

The downside to Coherent UI was that it is closed source and is expensive for a small company of our size. For a larger company it’s very reasonable in cost. At the time we took the subscription approach with the intention of upgrading to a full game license when we had the funds for it.

So, what else could we do with Coherent? Well… it allowed us to truly get the most out of Solitude’s terminal system. Solitude Tech Demo 1 had terminals but they were more faked as they weren’t sync’ed up for multiplayer support and they were definitely not moddable. So with Coherent it allowed us to get to our Terminals 2.0!


As we were pushing Coherent hard we started to feel some performance issues in two mains areas. We plan to have a lot of these terminals in one area at any one time and we intended to show in-game video feeds (view screens) on them too. Both of these areas were causing us performance issues and were a cause for concern. Coupled with that, Coherent informed us that the subscription tier was to be end-of-life’ed and, after the time extension they offered us, we would have to upgrade. Since a time extension of a year wouldn’t cover us for the release of Solitude we decided to upgrade with the subscriber discount they provided.

Coherent GT

During this time Coherent suggested we try their new version of Coherent called Coherent GT. This apparently brought with it a lot of performance improvements so I spent some time investigating it. I was very happy with what I found as it solved both performance issues that were a concern for me only a few weeks earlier! With that, we fully upgraded to Coherent GT! This allowed us to fully implement viewscreens in Solitude.

The terminal viewscreen feed is fully embedded in the terminal HTML (DOM) structure, so you can easily manipulate it with JavaScript and overlay any user interface on top of it like you usually would on the terminals. Here is a very basic example of an in-game camera module on the wall (it’s to the right of the large viewscreen) with the view being shared between two terminals with the viewscreen feed on it and a basic overlay.

View Screens

So there we have it. We’re not changing UI system again and Coherent is, without a doubt, the best fit for us. We get to use a technology that mastered scaling and aspect ratios long ago (web development), access to all the Javascript libraries that exist, a fast and multi-core UI renderer and a system that is fully moddable. Sounds like a win to me.

I’ll make another post to go into the terminal system in more detail as there’s a lot of things going on there. Hopefully you found this interesting and, like usual, comment, email or grab me on Twitter at @CWolf.

Thanks for reading!

Solitude Tech Demo 2 @ WGDS2015

Over the last few weeks we’ve been working very hard on Solitude tech demo 2. Last year we took tech demo 1 to the Wales Games Development Show (WGDS) and it received an amazing response by all those who played it. You can watch two community members play the demo below.

Since tech demo 1 was so well received we’ve decided to attempt another ambitious tech demo. The main role of these tech demos is to pull together all the game systems we’ve put in place to ensure we’re on the right track and they work well together. These systems include things like a flexible, user friendly structure / ship creator, moddable runtime 3D model importer and editor, fully moddable game logic, an upgrade to Unity 5 with their new physically based rendering (PBR) systems and much more! The demos are created in such a way that show stylised scenarios similar to those that might be found in the future releases of Solitude. We’re very happy with our progress, especially the flexibility of the game, and we’re very excited to share it with you all.

We’ll be keeping the actual scenario of tech demo 2 under wraps so to be a nice surprise for the actual show, but after we’ll make sure we release a video of what it’s like.

The show is on the 19th of June 2015 in Cardiff City Hall. You can buy tickets on their website. If you’re going, make sure you come say hi to us!

Mod Support #2 – Embedding Lua into C++

This is part of a series of posts revolving around mod support, the introduction and links to the other posts can be found here.

Our current game in development, Solitude, is a cooperative multiplayer action survival game. Since its a coop game we use a game server that is bundled with the client to allow players to host their own servers and it’s also used for the single player experience. From the very beginning we wanted to give players the maximum mod support we were able to so we decided both the game client and server would be moddable. As our game server is written in C++ that meant embedding and integrating Lua into C++. I’ll write about integrating Lua into Unity as a separate post.


A Faster Lua – LuaJIT

Lua is the scripting language we decided to integrate into our game’s scripting layer for code logic control. The aim is for the scripting layer to control all gameplay logic while the core, C++, layer will control generic non-gameplay game logic and time critical algorithms. To gain the speed increases discussed in the last post we decided to go with LuaJIT, which is a Just-In-Time compiler for Lua.

LuaJIT is distributed as source code so to gain a binary version you need to compile it against your compiler of choice. Our server is developed using the C++ compiler MinGW x64 and since we want it to be as cross platform as possible we use the POSIX threads version. What this means is that the threading library used is cross platform instead of using the default Windows threading library when on Windows.

LuaJIT can have some trouble compiling if you’re using the wrong variation of MinGW. For LuaJIT to compile correctly you need to use the SEH and not the SJLJ variation. SEH and SJLJ are two different types of exception handling systems and if you try using the SJLJ version it just won’t compile at all. After that’s compiled you need to link your C++ project against LuaJIT and run some examples to test everything is working. If you are already using core Lua then it’s a simple drop-in replacement.


Bringing Object-Orientation to Lua

Lua is a powerful, fast, lightweight, embeddable scripting language but Lua is not an object-oriented language.

The above is a pretty powerful statement, especially since today so many languages are object-oriented. Ideally we would like to use all the advantages of Lua but still have object-orientation. So… is that possible? Yes, by using Lua’s flexible table data structure and some clever libraries. To help us save time we use a library called classes.lua. It allows you to construct classes in Lua that can be passed around and used in a way that feels natural to anyone used to object-orientation.

For an example, at the top of your intended lua class file you’d add:

Door = classes.class();

Provide a constructor:

function Door:init() 
	-- code

and then when you want to create an object from the class you’d call:

local door = classes.class(Door);

and it’s as easy as that. You can then call methods on the object like you would in any object-oriented language but with the syntax of:


Without classes.lua you wouldn’t be able to do this in Lua (unless you coded it yourself). By bringing in object-orientation it allows us to better bind our core and scripting layers together and make an easy to use and flexible modding framework. I’d highly recommend you look at classes.lua, or the many other OO libraries, for Lua.


Binding Lua and C++: The API

Once you have LuaJIT and object-orientation working in your project you need to consider how you want modders to interact with your game. Generally it’s a very good idea to create a level of abstraction so to make things easier for modders. Make C++ do the heavy lifting where possible and allow it to present the results to the scripting layer when requested or required.

When you want to start coding your API you quickly find yourself asking questions like “How on Earth do I get Lua to understand C++ objects? Can my Lua objects be sent back into C++ for processing?”. Welcome to the world of Lua / C++ binding.

Lua does not understand your C++ classes unless you code it to understand it. Binding, in this example, is the process of exposing the C++ classes to Lua. It allows Lua to understand your C++ code and there are two ways to bind C++ and Lua together.

Manual Binding

Manual binding means you write the entire binding yourself. There is a pretty infamous and painfully sharp post about why you should take this approach instead of automatic binding. You can read it here but to summarise they paint automatic binding in a bad light. I happen to disagree with the post but it does raise some valid points. At the end of the day, manual binding is harder and takes much more time to complete. If you’re a small team there will always be the cost vs. benefit argument. For us, manual bindings didn’t bring any real advantages.

Automatic Binding / Glue

Automatic binding / glue means the binding is automatically created for you. Most binding libraries simplify the process massively and provide various advantages depending on the library used. I won’t go into all the libraries as there are too many out there but each take a slightly different approach to binding. There will be a performance hit for using a library but a lot of libraries take performance very seriously and do their best to keep things as fast as possible.

For Solitude we used an automatic binding library called LuaBridge. After a lot of research and evaluation I found that this worked best for us and was the right balance of sensible syntax, functionality and performance. When using LuaBridge, you link it to your C++ project then register the classes you wish to expose to Lua. For example,

void ScriptAPI::registerEventManager(lua_State* state) {
					.addFunction("registerEventHandler", &event::EventManager::lua_registerEventHandler)
					.addFunction("registerEvent", &event::EventManager::lua_registerEvent)
					.addFunction("triggerClientEvent", &event::EventManager::lua_triggerClientEvent)
					.addFunction("triggerEvent", &event::EventManager::lua_triggerEvent)

The above code registers the Solitude C++ EventManager so it’s accessible to Lua. You can pick and choose what methods you expose on the class so it’s flexible if you only want to expose select functionality to Lua. You specify the method names and how you’d like to access them from Lua. The method signature is automatically extrapolated by the library. This extrapolation can cause some issues with method overloading but there are workarounds for that. From Lua, you’d access the EventManager as follows:

-- Door was opened so trigger the door opened event

Even from this simple example you can already see how powerful and easy it is to bind C++ and Lua together with LuaBridge. Things can become even more powerful when you expose your custom objects and actually create them in Lua instead of C++, then feed them back into C++ for processing. That’ll be for a later blog post though.

After LuaJIT, classes.lua and LuaBridge are in your project you can slowly create your scripting API. Knowing what should be in the core layer and what should be in the scripting layer takes time as there is not always a clear boundary. Hopefully this helps create a clearer understanding of what it takes to embed Lua into C++. Thanks for reading. Feel free to get in contact with me on the comments, email or grab me on Twitter at @CWolf.



Lua – Scripting language
LuaJIT – Just-In-Time version of Lua
classes.lua – Object-orientation library for Lua
LuaBridge – C++/Lua binding library
MinGW-w64 C++ Compiler – C++ compiler

The IOs of Game Netcode #4 – Blocking and Non-Blocking Sockets

This is part of a series of posts revolving around game netcode development, the introduction and links to the other posts can be found here.


In this post, we’re finally back onto some netcode stuff. We’re going to address the differences between blocking and non-blocking sockets. Both types are usually provided by the socket implementation that comes with your OS, or are provided as part of the standard library for that particular language. In addition, they may also be wrapped into a single interface, simply operating in different modes (blocking or non-blocking mode) or separate interfaces, one dedicated for each.


Blocking Sockets

This is your typical TCP socket and it’s what you will find most of the time when looking for tutorials and examples of netcode. In other documentation and articles, if it does not specifically say they are non-blocking sockets, then they will no doubt be referring to the blocking variety. This is because they are easier to work with.

Simply put, blocking sockets will block the current thread until the read or write operation has finished. With a read operation, it will block until the specified number of bytes have been read. With a write operation, it will block until the specified bytes have been successfully written.

However, it is not as straight-forward as this. Socket implementations have their own internal socket buffers. So, when performing read and write operations, the thread blocking occurs when it cannot read from or write to the internal socket buffer (as it is either full or empty depending on the operation). Most of the time a write operation will never block because there will be space in the internal output buffer (except if you’re sending larges amounts of data, such as transmitting file data). The socket implementation will automatically send any data in the internal output buffer and accumulate new data in the internal input buffer when it receives it. So, if the network card has already received data into its internal input buffer that your game netcode is expecting, then the subsequent read operation will not block, it will read that data straight from the internal input buffer instantly without blocking.

This is why we’ve been dealing with threads up until this point. In order to make use of blocking sockets, you’ll need to run at least one thread per socket. This isn’t necessarily an issue on a client because you’ll only ever have one or two open sockets to the server at a time. However, on a server that is required to handle many concurrent clients, the thread overhead can begin to build up.

Of course, as with everything in the world of software development, there are always exceptions. For instance, you can check the number of available bytes to ensure everything required is in the input buffer before invoking a read operation and therefore never blocking. You can do similar checks for the write operations. This works well for simple netcode applications and will allow you to run the netcode for all your clients in a single thread, or even in the main thread (although this is viewed as extremely bad practice), without any major issues. However, with more complex netcode, especially variable sized data packets, it quickly becomes increasingly difficult. If you find yourself doing this to handle multiple clients in a single thread, you should really stop because you are actually reinventing the wheel. What you really should be using here are non-blocking sockets.


Non-Blocking Sockets

This type of socket is very similar to blocking sockets, with one difference. All operations performed on a non-blocking socket are expected to return immediately and thus will not block the current thread. This changes absolutely everything in regards to working with them. You can’t just read from a non-blocking socket and then deserialise the data as no data may be returned (and it will not block until there is some). Instead you need create your own buffer and read data into it, then when you have everything you need, deserialise the buffer.

And yes, I know you should be reading blocking sockets into your own buffers as well if you want to be able to deserialise any kind of complex data packets, but there are other complexities that need to be handled. When writing, if the socket’s internal write buffer is full (due to lots of data or poor bandwidth), the write operation will block. Which allows you to throw everything you have at it and it’ll block until it eventually goes through. This is not the case with a non-blocking socket. You have to monitor the number of bytes written and remove those bytes from your buffer yourself before the next write.

Why would you opt for a socket type which is clearly more difficult to handle? Well, as with most hard ways there are benefits. Knowing that no matter what you do the socket won’t block the current thread has its advantages. Checks can be removed, assumptions can be made. Once you design your netcode to handle instant returns of zero data, you’ll realise that you can run all sockets on a single thread. This is what I was referring to at the end of the section on blocking sockets and it is excellent when it comes to writing game servers. However, it gets better. You can make use of selectors.



These handy utility classes allow you to query all objects registered with it in a single operation. I’m not entirely sure if there are different types, but the selectors I’ve worked with in Java and C++ are specifically designed for use with sockets and IO streams.

Once registered, you can query the selector for all streams which are ready for IO. If none are, then the select operation will block until at least one stream is ready, otherwise it will instantly return. After the select is called, you can then retrieve the list of ready streams. In C++ you can select the read ready and write ready streams individually, but in Java you will need to check whether the ready state refers reading, writing, or both. Either way, you can get a list of streams and the state they are in, which allows you to process all the reads and writes in one go without blocking. Once complete, you just loop back round and start at the select again.

Now, I’ve done some light benchmarking to see which performs better, one socket per thread or all sockets on a single thread using a selector. All I can tell you is that using a selector is blazingly fast and, with the other benefits of lower thread overhead and being much easier to manage on a single thread, I very much prefer this approach these days. It makes up the core of the netcode in our Solitude game server and I have measured it before a couple times looking for bottlenecks (which existed elsewhere) and it doesn’t even register a microsecond with multiple clients connected.



Non-blocking sockets are definitely better than their blocking brethren, but they are a little trickier to set up and use. However, once you have your net framework done, you don’t really ever have to worry about it again. Of course, the benefits you get only really apply to server applications. We still use a blocking socket on its own thread in the client because there is absolutely no point in changing it now. There will be zero benefit.


Anyway, that pretty much wraps up this post. As always, if you want to chat about any of the topics or issues I’ve raised you can either comment below, catch me on IRC (on the navigation bar click Community→Chat) or send a tweet to @Jargon64.

Thanks for reading! 🙂

Interfacing with UI #3 – uGUI – Beta First Impressions

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here.

With this post I want to talk about my first impressions when using Unity 4.6 Beta 18, specifically relating to uGUI. Everyone should realise that uGUI is still in beta and is improving with every beta release. I’m sure a lot of issues will be fixed but my post will be a snapshot of how things are now and my thoughts. As a side note to tie up my previous posts, with the death of Daikon Forge and no longer any hope of DF-GUI v2 we’re moving full steam ahead with uGUI. With that, let’s get to it.

I’ve been using uGUI, Unity’s long awaited new user interface framework, for the past week. I’ve been developing Techyard’s (Solitude’s mod / dev tool) new user interface with it. Generally it’s not been a too painful experience but I’m making slower progress than I had hoped. Part of this is the usual learning curve of a new middleware but also due to the current state of uGUI.

uGUI is excellent in that it’s free and integrated into Unity. What I am most happy with is that Unity has decided to open source uGUI on the official release of Unity 4.6. This is amazing news as there is already an active community forming around uGUI and, with community involvement, I fully expect some excellent extensions and modifications to appear. Even during the past week people have been sharing some excellent scripts to supplement the framework.

The system is relatively easy to use from the Editor and makes use of a visual anchor system that seems to work pretty well. Exact position can be a bit of a pain though as dragging the anchors never gives exact positions – it’s all very ‘close enough’, which isn’t nice. Corrections are always needed in the components if you want exact numbers. Since Solitude will create most of its UI programmatically I think the anchor system might be more of a foe than a friend, but I haven’t done enough 100% programmatically to say for sure yet. Scaling seems to work fine, even if it’s basic support right now, but aspect ratio support could do with some extra work. Luckily, Unity have mentioned scaling is a focus soon and, hopefully, this will include better aspect ratio support. While images can be selected to maintain their aspect ratio I think this functionality would be very useful at a higher level.

Currently uGUI provides a few basic UI components but little to none of the more complex ones. Most of my time has been recreating the more complex UI components in a reusable way and converting the previous Daikon Forge UI to uGUI. I’m been making decent progress on this so the Techard UI work should speed up as times goes on.

Like most Unity-based UI frameworks, small things exist that annoy. The main thing I get tired of is that you can’t increase the size of a UI panel without scaling the content inside it too. Imagine when you create a panel then realise you want to add more content into it. Resizing the panel scales the content inside, even when the anchors are not set to scale. This use-case can be a pain. There may be a trick to unhooking the anchors before you do this but I’ve seen this exact behaviour with all UI frameworks and it’s a pain. The only ‘fix’ is to remove the content from the panel, resize the panel and then add the content back in. Hopefully Unity, or the community, come up with a better solution (or I find my mistake). I’ll probably look into this issue in more depth soon. Things aren’t bad, just fiddly.

Performance seems good for now. uGUI has better CPU performance than Daikon Forge but the draw calls can be a bit higher depending on how things have been set up previously. Sometimes a single draw call on NGUI / Daikon Forge can come in at four draw calls. I have a feeling things get better for uGUI with more complex UIs though so I’m not worried about this at all. Render order is taken from Unity hierarchy order so this change will be new for a lot of people. I’m pretty sure I’ve seen what is a rendering order bug but need to submit that to be sure of it.

All in all, it’s great to see the shift in Unity’s closed communication attitude of the past few years. The past six months have seen Unity allowing their team to talk much more openly about what is going on. This is very evident in the Unity 4.6 Beta forum where Unity are taking a lot of time to help developers having issues with uGUI. This is a good sign for the future.

I’ve had my fair number of problems with uGUI but it’s only the second week of the beta. If I’m completely honest I would have hoped that uGUI would be in a better state considering how long it has taken them to make. I guess recoding it three times over does tend to reduce a feature set. I do have to keep reminding myself it’s still a beta and not to be too harsh though. A lot of these problems will be sorted out so we’ll be sticking with uGUI for the immediate future. It’s probably worth using uGUI if you’re starting a new project but I wouldn’t recommend ripping out UI in an existing project just yet. It’s great to see Unity take positive steps on the UI and I look forward to the source being released.

Tech Demo Aftermath

It’s been a month since our last post and we’ve been pretty busy so we haven’t had time to put together another one of our blog series’ posts. However, we will update you on what we’ve been up to recently.

As mentioned in the previous blog post, the Wales Games Development Show went really well for us, leaving us on a bit of a high and raring to jump straight back into game dev. Still, we decided to take a step back and analyse why the tech demo went down so well. We know what we have planned for Solitude, but the tech demo was a very small slice and a very specific scenario that could possibly arise within the game, and because it was so successful we wanted to make sure what it had was not lost as we progressed.

After we examined the tech demo and determined the core gameplay mechanics that made it so much fun to play, we proceeded to refactor and clean up the entire codebase. The entire tech demo was developed in just over 2 months from beginning to end, with the last 5 weeks being some pretty intense crunch. The result, there was a lot of messy code, quick fixes and hard-coded systems to get the tech demo ready in time. So, naturally we had go back through and sort it all out. At the time of the tech demo, the server-side mod scripting system was already in and the scenario was written in it. However, the client-side mod scripting was not, so all the client-side tech demo scenario stuff had to be hard-coded. Over the past month Rich has implemented the client-side mod scripting layer and rewritten the entire tech demo to use it as a test. As of now, none of the tech demo game logic is hard-coded and it completely resides as scripts that get loaded at runtime. However, Unity does not natively support runtime model loading, so in order for our modding system to be complete, Rich is having to implement his own runtime model loader (I’m sure Rich will write up a whole post on his as it nears completion).

We also brought in an intern (Steve Cox) to work with us for a couple months and got him doing some of our outstanding tasks and has generally been a massive help. He’s already ported the dedicated C++ written server from Windows to Linux and replaced our build process with an ant build script. This allowed us to hook it up to Jenkins to automate the build process. He’s also created some targets in the ant build script for cross-compiling so we can automate Windows builds from our Linux dev server. All stuff that was on the to-do list and incredibly important. Kind of nice having an extra pair of hands around. We’ve currently got him working on some of the procedural generation code that will eventually feature in Solitude and that’s looking good so far, but there’s still lots more to do on it. We put together a short video to show where we are on that front (height deformation works but currently turned off).

James has been busy working on Solitude’s mod synchronisation system between the server and the client. The idea is that when a server is launched, it scans over its own installed mods (which includes the client-side assets as well) and stores that information in a registry. When players join a game’s lobby (before the game has started), the host is able to select which mods they want enabled for that particular play-through. Once decided, they hit launch and the server checks if the clients have those mods installed and that the files match. If not then the server begins transferring the mod files to the clients that need them while they are still in the lobby (so they are still able to chat). Once all mod files are transferred, the clients load them and then receives the state of the environment from the server before launching into the game. This means that any player will be able to join any server regardless of whether they have the mod files installed or not as they’ll be install on-demand.

That pretty much summarises what we’ve been up to lately. Hopefully, we’ll be able to get out a blog series’ post in a couple weeks.

Thanks for reading!

Solitude at the Wales Games Development Show 2014

It’s been a week since we exhibited our Solitude tech demo, which has given us a bit of time to unwind after 5 weeks of solid crunch. In that time we went from pretty much nothing, to a 2 player cooperative scenario that not only played well, but was also quite polished. Still, we had no idea what to expect until we got there.

Solitude Booth at Wales Games Development Show 2014

We managed to get the our booth set up in pretty good time but then ran into a few networking issues. Since our tech demo is multiplayer and we know from previous experience that the provided wifi and Internet at these venues cannot be trusted, we opted to bring our own networking gear. After testing pretty much everything at home before we arrived, one of the network cables still resulted in being faulty, which meant one of the connections had to rely on own mini wifi network. This worked fine for the most part, but we suffered from minor latencies in the afternoon for some reason. That was the first issue we ran into, the second was that after we got the network up and running, the Commander’s machine (left) was refusing to connect to the server. After assuming that firewalls were to blame and disabling them everywhere, it wasn’t until a fresh pair of eyes looked over the client config and spotted an issue with the second octet of the IP address, which had been entered incorrectly and completely blind-sighted from then on. Whoops! After this was corrected, we had both machines connected to the server and ready to play one minute after the doors opened.

From here on out, things just got better and better. We could not believe how much fun people were having. One of the key gameplay requirements is communication, so we had a voice chat system running with headsets for people to communicate in-game. Players were getting really into it and being very vocal about it, and this was drawing in an even bigger crowd. Apologies should go out to the talkers on stage. When the room was quiet for talkers, occasionally there’d be a “GO LEFT! NO, YOUR OTHER LEFT!” emanating from our booth. Whoops. For the entire day we pretty much had people playing the tech demo with a crowd spectating behind, we even got the Wales Interactive directors into the driving seats.

Wales Interactive plays Solitude

Even though the booth was really busy most of the day, we managed to get out and about a couple times to check out what the rest of the show had to offer. This would not have been possible if we didn’t have our additional helpers, thank you Chris, Andy & Ben! A few of our personal favourites were Infinity Runner by Wales Interactive, really polished game with good use of the Oculus Rift and, surprisingly enough, does not come with the nauseating side-effect that most VR games seem to induce! Friendship Club by Force of Habit, a great little top down battle arena game that supports up to 4 players via local multiplayer. And Sim Raiders by the single developer (the entire game, down to the music and art), Matt Stockham, a fully procedurally generated RPG dungeon crawler that’s different every time you play.

All in all, the show was absolutely brilliant for us. Solitude got way more attention and positive feedback than we could have ever hoped for. We were definitely one of the more active booths at the show so it’s incredibly encouraging. A big thank you to everyone who came to the show and made the day awesome, both exhibitors and visitors alike. An even bigger thanks to everyone who came over and tried out the Solitude tech demo, we had a lot of fun and a lot of laughs throughout the day. If you didn’t get a chance to come over to our booth or didn’t attend WGDS2014 but are still interested in the tech demo, we’ll be releasing a video based on the tech demo gameplay soon to both this site and the Solitude site.

Announcing Solitude, A Coop Space Survival Game

After months of blog posts alluding to our current game in development, we’re ready to let everyone know what we’re up to. Announcing…

Emergency Repairs Wallpaper

Solitude is a cooperative multiplayer action survival game set in space. We’re a big fan of space games and feel there aren’t enough cooperative games out there, however players may play on their own if they choose to do so with computer controlled crew mates. The game is played from a first person perspective as a crew member of the Solitude.

In Solitude, you and your crew find yourself stranded on the other side of the galaxy after humanity’s first experimental warp drive malfunction. Now alone in unknown space, it is the job of the crew to repair the ship and begin the long journey home.

Solitude is one of the games we’ve been wanting to make for a long time now and we’re finally in a position where we’re able take it on as our main game development project. We’ll be releasing information and blog posts about it over the coming months but for more detailed information visit the Solitude website. You’ll also be able to follow our progress in more detail with the Solitude Facebook page and Twitter account too!

As you may know we’re heading to the Wales Games Development Show this year and we’ll be bringing a Solitude tech demo with us. If you’re going to be there come say hi and check it out!

Wales Games Development Show 2014

Hey everyone!

Unfortunately there’s no development post this week as we’ve not been able to spare the time. However, here’s a brief update on what we’ve been up to and what our plans are for the near future.

Last week we were in Swansea doing a talk about how we got into independent game development, as well as our trials and tribulations, for the game dev graduates over there. We think it went down pretty well and got chatting to quite a few people afterwards. David Alden from Rockstar North (Swansea Met. alumni) also gave a really inciteful talk on how he got into the AAA game development industry. All in all, it was a great evening and thanks to everyone who attended.

We’re in Cardiff this coming week, on the 26th June, for the game dev social / TIGA event. Both of us will be doing a small talk there on what we’ve been up to recently. Up until now, we’ve been pretty quiet about it, but if all goes according to plan, we’ll be talking about our latest game.

Wales Games Development Show 2014 LogoThis is the reason why we’ve not had any time to work on development posts. We are exhibiting at the Wales Games Development Show (as usual) and we’ve been pushing ourselves hard to get a tech demo ready for it. We had some big ambitions, but the results are already looking really good and we’re very excited! So, if you’re interested in what we’ve been up to, you should definitely come along and say hi!

Tickets for WGDS2014 are around £6 and are available here.

Hope to see you soon!

Mod Support #1 – Scripting Languages

This is part of a series of posts revolving around mod support, the introduction and links to the other posts can be found here.

For our current game, we’ve decided to provide as much mod support as possible. One large part that will contribute to this is providing a scripting language both on the server and client.


Scripting Language

So… what exactly is a scripting language? A scripting language is a programming language used to control another application. In the case of games, and depending on how they are implemented, they can be embedded and used to control the game logic layer. There are advantages and disadvantages of embedding a scripting language in your game, these are:


Good: Mod Support

By pushing as much as possible of the game logic into the scripting layer you allow for a mod community to grow around your game. Over the last few years mod support in games has been very lacking and if you provide mod support you’ll be greatly increasing your game’s shelf life and differentiate yourself from the crowd. Modders can become a very loyal and technically helpful addition to your community. Also, who wouldn’t like to see what other people can do with the world you’ve provided them? You make a game because you love the idea and world (hopefully!). Seeing what others can craft with the tools you give them is a great feeling and can even rekindle your original feelings if you’ve unluckily burnt yourself out.

Good: Fast Development Iterations

When developing, if you can do something faster without sacrificing quality – you’ll want to do that. By pushing the game logic out to the scripting layer you’ll be able to reload the scripts without restarting, or recompiling, the game. This is especially useful for developing artificial intelligence and if you’re working with C++. Recompiling your project for every minor edit is exhausting and, after the thousandth time, can send a developer to the edge of insanity and then past the gates of Oblivion.

Bad: Initial Integration

The initial research, selection, embedding and binding of the scripting language to your game core can take a while and is not the easiest thing to do. It may seem like too much effort for developers who are on a very tight schedule and are not experienced enough to get through the process.

Bad: Slower Processing

Any embedded scripting language will almost certainly run slower than the core language you’re running it from. This can eventually have an effect on the end game system requirements but there are steps that can be taken to mitigate the worst cases. Any heavy duty, performance critical code should be run in the core language and then this can be provided to the scripting language as an API call. By doing this, you’re correctly breaking the core logic and the game logic apart and keeping them in their respective places too.

Bad: Exposure of Source

Whilst some scripting languages allow you to pre-compile your scripts to shield your code from prying eyes – you may actually want to share the uncompiled scripts with your community and modders. Your scripts can be the best teaching tool for how to use your scripting API and provide a great start to mods. This matter really depends on how you view your game logic source code and if you’re willing to provide it for the greater good of your game and the modding community, or not.

Bad: Security

If you expose a way for the community to mod your game you will always get someone who will try and do malicious things with it. You will need to sandbox your scripting language runtime and / or whitelist libraries to prevent this. It’s very hard to maintain a complete sandbox but in the end you have to try your best. No one likes a rogue mod deleting save files… or worse.



After deciding that we want to use a scripting language for the above reasons, and feel the above disadvantages aren’t too bad, we need to decide on what language to use. There are lots of choices out there for game scripting languages. For a good game scripting language a few prerequisites need to be met.



Since we aim to provide extensive mod support we are developing as much of the game logic in the scripting layer whilst keeping any processing intensive code and generic client / server logic in the core layer. Due to this the scripting layer needs to be as fast as possible. This is a very important point as stacked inefficiencies will eventually bite you.

Ease of Use

We want modders to be able to get up and running creating mods as quickly as possible. For this we need a scripting language that won’t take new users too long to get into so the lowest possible barrier to entry is required. My early days of development was modding newly released Fallout 1 and 2 so I’d like to give people an easier ride than what I had to do with installing compilers and editing huge files of identifiers.


Since we plan for mods to be client and server side then we need to ensure nothing terribly bad can happen when running mods. Crashing games from bad mods can’t usually be avoided, however, preventing unrestricted access to the end user’s computer is very important. Either a sandbox or whitelisting of functionality is a must here.

Power / Extensibility

Game logic can become very complex so we want to use a language that is either powerful enough to do what we want or can be extended to do what we want. There is no reason to handicap ourselves.

Easy to Embed

At the end of the day, Rogue Vector is a two person company and adding mod support is a huge undertaking that can equally provide huge benefits. We need a language that will be fast for us to embed without spending months trying to integrate and bind it.


Language Choice

With the prereqs all agreed on, we need to select which language will be a good fit for us. There are too many scripting languages for me to go into them all, however, they fall into two main categories: dynamically or statically typed. Here are a few languages and the considerations to take into account.


Statically Typed

As a rough generalisation, statically typed languages are high level languages that, at compile time, execute extensive checks to ensure type safety and are bound to a data type and an object (or null). Compiler optimisations are also applied in statically typed languages.


Mono is a .NET framework runtime that supports embedding and running of many other languages, even those not from the .NET family such as Java. While Mono is rather large to include in your game it’s surprisingly nimble when it comes to the benchmarks and code execution. In many of the benchmarks it comes out as the fastest scripting system of them all. The main issue is that to use Mono embedded in a commercial product you have to pay a licence fee. This was a deal breaker for us so we stopped investigating it but it has been used amazingly well by Unity and Second Life as their scripting base.


AngelScript is a mature language that is very close to C++ in syntax. It hides and handles pointers and memory automatically so that reduces the complexity, however, for a scripting language to remain so similar to C++ may raise the barrier to entry for modders. On the other side, it allows for developers to swap between the scripting and core language without any worries on having to mentally swap development modes. If you want to have C++ style scripting and your core game is C++ then AngelScript may be your winner here. It has a very clean integration and so that reduces the need for a binding library, which is a big plus. It’s used successfully in games such as SOMA, Amnesia and Overgrowth.

Thanks to Ian Thomas (@wildwinter) from Frictional Games and GameDevWales for feedback on AngelScript.


Dynamically Typed

Again as a rough generalisation, dynamically typed languages are high level languages that, at runtime, execute many common programming behaviors that statically typed languages perform during compilation. They are not bound to a data type but only to the object (or null).


Lua is generally seen as the games industry scripting language of choice. It’s very lightweight, fast and very portable. Lua becomes even faster when using the JIT compiler called LuaJIT. While it’s only a procedural language it does have a very flexible data structure that allow for object oriented programming techniques to be used. Extension libraries can bring that support even closer to full object orientation. The language itself has a few things to get used to, such as indexes starting at 1 and not 0 and missing expected keywords like ‘continue’, but it’s not too bad to get used to. All in all, it’s easy to see why Lua is used frequently for embedded game scripting and has been used in games such as World of Warcraft, Freelancer, Garry’s Mod and Natural Selection 2.


Python is another popular procedural language similar to Lua. It’s a lot heavier due to it including all the nuts and bolts that Lua does not. It also runs slower than Lua so this is something to keep in mind. I have an issue with the white space nature of Python but that’s more a personal dislike more than anything else. In the end, Python’s focus is wider than Lua for better or worse. Python has been successfully used for game scripting, like in Civilisation 4 and Battlefield 2, so that speaks for itself.


Google’s V8 Javascript-based scripting language seems to be a faster choice than core Lua, however, it’s slower than LuaJIT according to the sources I’ve found. I haven’t been able to confirm this with hard benchmarks as I don’t have time so I’d just say it’s pretty fast. Binding support seems to be lacking and it’s an uphill struggle to get it embedded and working the way you want, especially if you want to pass complex objects between the core language and V8. I couldn’t find any games that currently use V8 as their scripting language but, on the brightside, a lot of people know Javascript syntax.


Our Conclusion

We decided to back Lua (LuaJIT) for our scripting language of choice. The main reasons are already mentioned above but also we needed a scripting language that is consistent between the server and client. While Unity has no native scripting support, there are assets that help integrate LuaJIT in nicely. Other scripting languages would be harder to integrate into our game client. At the end of the day most of the scripting languages highlighted have been used very successfully so personal preference is also a key deciding factor.

For a more indepth look at some of these languages and a set of benchmarks see the blog post at A wider set of benchmarks are found here and here. My next post will go into more details of LuaJIT embedding and binding into a C/C++ game core.

Thanks for reading. Feel free to get in contact with me on the comments, email or grab me on Twitter at @CWolf.

Interfacing with UI #4 – Coherent UI

February 5th, 2016

This is part of a series of posts revolving around user interface design and development, the introduction and links to the other posts can be found here. Last I wrote about user interfaces I discussed the new Unity UI system and I wrote about our process of porting from Daikon Forge to it. That was a year and a half ago and a lot has changed since then. To keep things interesting we decided to move from Unity UI (yet another move?!) to Coherent UI and I’ll explain why we did it. Why Move… Again?!... (read more)

@SolitudeGame: Status update: Fuel reserves low. Asteroid mining facility detected on sensors. No response to our communications. On approach station appears to be abandoned and running on emergency power only. Away mission approved. Mission objective: Search and salvage - fuel is a priority.

23/03/2022 @ 11:00am UTC

@RogueVec: And so it begins! #RebootDevelop

19/04/2018 @ 8:05am UTC

@RogueVec: We'll be at @RebootDevelop this year. We can't wait! If you want to hang out just give us a shout! #RebootDevelop2018 #GameDev

16/04/2018 @ 12:06pm UTC

@SolitudeGame: Fullscreen terminals allow you to hook into your ship's guns for fine control! Moddable gun modules, terminals and UI! #GameDev

8/12/2017 @ 4:58pm UTC

@CWolf: Woo! And, now we have a cross-compiled (nix --> win64) @SolitudeGame server in our build and deploy pipeline #RV #GameDev

28/11/2017 @ 3:39pm UTC