What I do at Interknowlogy

I get asked this question a lot:

“So, what exactly do you do at your job?

The most common answer is usually me fumbling through what a surface is, multi-touch, and ending with something about consulting, cool projects, and NDA agreements. They say a picture is worth a thousand words. So, since a video is between 30-60 frames per second, that’s gotta be about a book right there, so I figured I’d give you a taste of what I do at my main full time job.

http://www.interknowlogy.com

A bit of background on the demo; You may remember this post about building a really simple P2P network, and is the foundation of what we were eventually building out here. The framework itself is built out into three distinct layers, each independent of each other and interchangeable. For instance, the demo here is showing a P2P network layer, which is very nice for small demos because there is very little configuration required. However, because this layer is independent of the others it would be trivial to write an enterprise level sever based implementation that could be used to conduct sessions anywhere in the world.

The second layer is the framework that we’ve built up to handle the logic of managing a remote session, adding / removing remotable objects, synchronization, passing through commands, and routing commands from the network up to the individual remotable objects. The final layer is the remoting piece individual controls. It’s a layer of logic that is attached onto existing controls. The cool factor of the way this is built is it allows for a huge degree of flexibility at a control level if you need it, but also the power of being able to drop in a few lines of code and have objects magically start controlling and presenting.

Hope you enjoyed it, and let me know what you think!

- Paul Rohde

Fracture > Retrospect

As I’ve continued working on this game due to the large amount of support from friends and professors here at Neumont, I’ve decided to rename the game due to another game being released with the exact same name by Lucas Arts (http://www.lucasarts.com/games/fracture/) I’m still unsure if I’m going to end up releasing a full game or trying to sell it at all via steam or xbox live or not, there is still a huge amount of work that still needs to be done on the game to make it production worthy.

As far as progress on the game goes, there are now power-ups, better game logic, a simple menu system that was thrown in last minute, several difficulty levels, level regeneration, two new space backdrops, new weapons, and the list goes on… needless to say there has been a good chunk of additional work put into this game since the last time you saw it.

In addition, I was given the opportunity to demo this game to the new prospective students this last Friday after they went through a XNA demo and had a chance to try out what you could do with XNA. A lot of the students were very impressed, though I couldn’t decide if it was a ‘oooo this is a cool game, or oooo this cool that someone here did something like this’ kind of reaction. Guess we’ll see when I get the chance to create and release a demo version :)

However, my blog is not complete without giving you some sort of media to look at, so, here is a desktop background made from one of the space backdrops in the game at 1920×1200 for your viewing / using pleasure.

Download at 1920 x 1200