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Splinter of Chaos

Member Since 08 Jun 2006
Offline Last Active Private

Posts I've Made

In Topic: Fixing time step

01 December 2012 - 04:48 PM

The reason I ask is because if you are calculating times for animation tracks, you can just get the current time and use that as a reference point for local animations. I've done this and it seems to work pretty much spot on for animation timings, no matter how long your frame time is.


What happens if your game freezes for an entire second? Whether or not the animation is correct, the world will have advanced a whole second and the user will be confused about what happened in that time. For simple problems, maybe one doesn't need a fixed time step, but there should at least be a maximum allowable amount of time to pass in one frame.

In Topic: Sockets and networking in c++

01 December 2012 - 04:30 PM

I haven't done much in this domain, but when I was researching this before, I though zmq was the best option.

BTW: Sockets are old; maybe try googling for C, not C++.

In Topic: screen coordinates w/centered player

15 September 2011 - 07:44 PM

Or more simply:

int round( float f )
{
    return f + 0.5f;
}

In Topic: Setting up headers and project files

14 September 2011 - 10:49 AM

There's no one way to do it so you'll just have to find what works for you. What i'll do is write everything in main.cpp and when i see that several functions operate on a specific type of data, or do a specific subset of things, i'll move those functions to their own headers and sources. I do the same for classes.

For me, it's just easier to write and refactor than write it right the first time.

In Topic: VIDEO: A Second Game Industry Crash?

14 September 2011 - 04:05 AM

I think the commercial industry is no where near crashing. Companies come and go, but we still get huge AAA titles that do nothing for gaming or gamers, but still rake in boat-loads of cash. They stopped taking risks, like Hollywood, and stared making money, like Hollywood. This suggests to me that in a capitalistic art industry, this is what's stable. Even books have done a similar thing. I don't think things will get worse, but if books, movies, and music can tell us where the industry is headed, it won't be getting better either.

In some ways, maybe the whole model is wrong. Maybe studios shouldn't expect to survive more than a single title and instead adopt Hollywood model. Not because it's better, but over long term no real-world alternatives evolved. And there are considerable parallels.


I think you're absolutely right. Think about it. You're a studio, spending two-five years making a game, 100 million dollars (Rockstar's estimate for Max Pain 3) going into it, and you sell it for 60 bucks so i can take your product home and use it for a few tens of hours. The business model of the game industry is insane and it's mind boggling that it's even possible!

Plus, while i believe the comercial aspect of gaming has a tendency to make studios take only safe projects, what enables indies to take risks is the lower investment. Give Notch (Minecraft) 100 million to make a game and i bet you he'd pretty much HAVE to make a generic FPS. Gamers demand this because many only want to play games with distinct AAA qualities--meaning there is no lack of demand.

I certainly don't think we need the Hollywood model, but i do think that we need to focus on smaller investments in games that take less money to produce, offer a shorter but more detailed experience. If the indies can do it while living off ramen noodles, you'd think the big cats could do it and be even more efficient at it!

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