[gameprogrammer] Screenshot of data mining tool for games

  • From: Kevin Jenkins <gameprogrammer@xxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sat, 17 Oct 2009 22:23:43 -0700

Here's a screenshot of the new application I mentioned a couple of weeks ago
http://www.rakkar.org/blog/images/EchoChamber_Oct17_2009.jpg

It's going to be in beta any day now.

As mentioned before, some of the things you can do with it are:

Playback a video of your game, at the same time you show a line graph of the framerate over the play session Log function calls and other events in sql tables, structuring your logs such that you can perform queries on it. Logging does not require knowledge of SQL.
Aggreggate logs from multiplayer sessions into a single source
Display memory usage in a pie chart, sorted from greatest to least
In a 3D view, render game pickup events and player locations using a heatmap and point list, allowing you to watch how players move over the course of a game, and see what pickups are used most often, and where players die most often. Single step through game ticks, seeing function calls and events that happened during that tick, to determine what caused a problem later in the game.

For programmers, it's a logging tool that is much more detailed than printf
For designers, it lets you visualize your game design
For producers, it can be used to send reports, such as memory usage, framerates, etc. For testers, you can provide more detailed bug reports. "Open X:\Bug2244.sqlite and go to 2:32 in the game. You see on the screen that all enemies disappeared"

The screenshot is about half of the application, with the other half being the C++ code that you use in your game to generate the logs that the application renders.

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