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Member Since 13 Aug 2006
Offline Last Active Today, 09:57 AM

#5185261 Lines of code language comparisons

Posted by Buster2000 on 06 October 2014 - 06:10 AM

I think you are also misunderstanding hoe the software development lifecycle works.  You don't just bash out code from A to Z and everything you type makes it into the game.  You have to refactor. You have to optimize.  It may be that one language requires less lines of code to do a task but at the same time if there is a bug it could be very tricky to locate it.  Or that one language has infinatly more options available.  There is also the issue that there is literaly tons of good game programming resources available that are written in C or C++.



For me a productive day usually means that I remove lines of code from a project and not add them.

#5182341 Are Agencies as Bad as People Say?

Posted by Buster2000 on 23 September 2014 - 02:08 AM

Larger game companies would not use recruitment firms other than for very specialized/upper level positions (headhunting). Applying directly is important.

Start ups might use agencies rather than spending money on advertising their positions.

Is there a reason you can't do both?


Actually I've seen the complete reverse of this.  It is all the startups that have disclaimers on their website saying "No Agencies please" simply because they cannot afford the agency fees.  The larger the company gets the more likely it is that they will use agencies to weed out all the applications even for graduate positions.  Why spend your time having a lead developer get paid to weed through 1000 applications when you can let the agencies do it for free.
My first few jobs in the games industry were all through agents.  I found that applying to companies directly at the same time the rest of the country was graduating got me very quick rejection responses. Re applying to exactly the same companies but through an agent got me interview strieght away.  

As a few examples of the kinds of companies that were doing their graduate recruitment through agents, Travelers Tales, Sony, Lionhead, Creative Assembly are just a few.



#5182046 Web App Development?

Posted by Buster2000 on 22 September 2014 - 02:10 AM

I don't know what all the grief about bandwidth and web apps being slow is coming from.  This is how the modern world works.  If you want to bank you use a web app.  If you want to sell stocks and shares, web app.  If you want to book a holiday, web app.  Pretty much any coperate software that interacts with a back end database, web app.



The modern way of doing this would be to use some kind of framework such as RoR or cakePHP to build out a restful API.  The frontend would obviously be done in Javascript (or some fancy new language that compiles to JavaScript).

#5182044 Honours Programming Project

Posted by Buster2000 on 22 September 2014 - 02:01 AM

None of these seem to be very research oriented.  They all seem like large projects that will consume a lot of time but, will provide no real academic benifit. 

The thing is although your project requires development and will take a year, most of the grade will come from the final writeup.  You don't want to choose a project that will require tons of programming as it is the report where all the marks will be gained.
Writing a physics engine, writing a cross platform engine and writing a game have all been done to death and won't get you a good grade.
You need to narrow your scope down to a very small area.  A single algorithm, design pattern or feature.  Don't waste your time writing a game.  Choose an existing game and add your algorithm to that game.

For example your networking example.  You shouldn't really write a networked game as all the time writing the game will do nothing for the focus of your thesis which would be on networking.  In this example a good idea would be to choose an existing game and turn it into a networked game using your own protocol and network layer.


For physics you could take an existing game that does not use physics and then integrate  a physics engine and come up with som interesting examples of usage. For example get the opened sourced Quake 3, integrate a physics engine, make some custom levels using the physics have fun and do a good writeup.

#5181483 Mobile Game Dev Project Management

Posted by Buster2000 on 19 September 2014 - 02:05 AM

Most game development companies work in some form of Agile environment nowadays.  In Scrum for example projects are usually developed in two week "sprints".


In mobile game development in particular you may find that you have a much smaller team or studio than in regular development.  For example the sound engineers job is usually  outsourced to an external company.  Also the Designer on a small team like this usually wears several hats and covers the roles of producer and designer and in some cases also as artist or sound engineer.
Like frob mentions above in games development QA don't have much of a role at the start of the project.  This is actually a fail that happens in most games companies and not something you usually see outside of games. Outside of games in Agile teams  the QAs are responsible for gathering and writing the requirments and testing happens at the same time as development.

#5177430 Agreement Update (ios)

Posted by Buster2000 on 01 September 2014 - 07:56 AM

I usually just accept without reading it as if I didn't I wouldn't be able to release apps or collect revenue on apps that I already published.

I'll probably get turned into an i-cent-iPad for not reading it though :S

#5174417 Monetization model for puzzle games

Posted by Buster2000 on 18 August 2014 - 05:05 AM

Depends on the type of puzzle game.  I have found logic puzzles to have a similar conversion rate to yours and I have done exactly what BlackCorsair has done and made everything free but with Ads. 

However for word puzzles and trivia games I have found the conversion rate to be much much higher and the reviewers have actually asked for more in ap purchase packages.

#5173524 2d infinite runners for pc.

Posted by Buster2000 on 14 August 2014 - 02:25 AM

Buster2000, on 13 Aug 2014 - 1:39 PM, said:

I think that the deadlight by tequilla works is a natural progession of runner genre that works really well on console. Obviously it has platform and combat sections but for the most part it is left to right tap the button at the right moment to jump / slide

If I am not wrong, Deadlight is more of a platformer + sidescroller. The game is awesome though. I played the game in pc and enjoyed it.


You are not wrong.  It is a platformer + sidescroller but there are many sections (even some complete levels) where it is just a runner with well timed jumps (if you don't make the jumps or if you stop you die).  This is why I see it as a natural progression of a mobile runner game onto a desktop / console.  Or if you look at it the other way an infinete runner mobile game is a sidescrolling platform with most of the complexity removed to make it perfect for touch screen devices.

If you had Jetpack Joyride on a console it would just be boring but for a mobile its perfect.  If you wanted to bring it to desktop / console then you would need to add some more platformy elements and other features to make it more fun for longer gaming sessions.

#5173523 Is it worth learning another language/tool for game dev if I already know Unity?

Posted by Buster2000 on 14 August 2014 - 02:13 AM

Yes yes yes.
Learning a new skill is always worth it weather its a new programming language, a new art package or even sheet metal fabrication or joinery.  If you've considered it then it means you have a slight interest in doing it...so just do it.


If you want to know what to learn then C++ or HTML5 / Javascript would both be useful for developing games.


If you want a list of languages to learn to make yourself a well rounded programmer then here is my list:


A highish level language  C#, Java

A lowish level language C++

A web language Javascript
A back end web language PHP,Ruby on Rails
An assembly language x86
A function language Haskel, Scala, erlang
A domain specific language  R


Have a go at each of these.  No need to become an expert but learn just enough to be able to hold a technical conversation about each of them.

#5173318 2d infinite runners for pc.

Posted by Buster2000 on 13 August 2014 - 06:39 AM

I think that the deadlight by tequilla works is a natural progession of runner genre that works really well on console.  Obviously it has platform and combat sections but for the most part it is left to right tap the button at the right moment to jump / slide

#5173287 What's the industry like?

Posted by Buster2000 on 13 August 2014 - 01:39 AM

All the reasons that you give for wanting to get out of architechture are also reasons to NOT go into the games industry.


You should only go into games if you absolutly LOVE games and nothing more.


The pay in the games industry is garbage compared to doing the same job outside games. 


The work life balance whilst not as bad as the EA spouse thing is still very bad there are almost no games companies where you won't be expected to pull short notice late shifts or weekends.  (Note I said almost.  There may be one or two but these are the exception to the rule.)


There is very little job security.  Even the most successful companies will give staff the axe at the drop of the hat after a big release.


If you really want to go into games then I'd suggest trying to get a few freelance gigs that you can fit in alongside your current day job rather than just up sticks and leave.


The other thing I've found is even the nice companies that have no crunch policies and family friendly policies soon change whenever the end of year figures come through and managers get a little cranky.




This is my view as a bitter ex games industry programmer.  It may be entirely different for artists on the pay front.

#5173036 Can't solve problems without googling?

Posted by Buster2000 on 12 August 2014 - 01:38 AM

There is nothing wrong with googling for a solution.  In the workplace its better to quickly find a solution to a problem that is already solved than spend a week trying to figure out something that you could have discovered in seconds.


You think profesional software developers "just know" the answer to everything.  Nope.

For a prime example look at John Carmack and all the stuff that has been attributed to him:


Did he invent the fast square root?  Nope
Did he invent BSP trees? Nope
Was he the first to use PVS? Nope

Did he invent the Doom3 shadow algorithm? Nope

Did he invent Mega Texture? Nope


All these things were already invented several years before he decided to use them.  How did he discover them?   Through research.


OK ok but somebody must have invented them in the first place well yes they did but for the most part it wasn't something they just thought of.  A lot of computing solutions come from academia where people spend years working on a very small subset of problems as part of their phD.  These then get published and forgotten about until somebody researches them and finds a use for them.


Obviously he did the research unti he fully understands the solution but, still it isn't like he just dreamed the answers up in his sleep.

#5172749 New here, have some questions.

Posted by Buster2000 on 11 August 2014 - 05:45 AM

How long do you think it would take me to learn to make something similar?

Depends on how dedicated you are and how quick a learner you are.




How long would you guess it took the developer to make it?

I think Toms estimate is probably spot on.




What language do you think he used, and how can you tell?


It is running in a Facebook Canvas frame so something that runs in the browser.  Definatly not Unity because I don't have the plugin installed and not Java because my browser settings at work won't allow it.  My guess would be either HTML5 canvas (so Javascript) or Flash.  If you did around in the page source you'd probably be able to find out.





What language do you think I should use?

If you wan't to write games that run in a web browser then Javascript or some kind of engine that can output Javascript.  Monkey, Haxe etc...

#5172216 Battleship in java

Posted by Buster2000 on 08 August 2014 - 01:43 AM

Yeah I know to use descriptive variable names I just didn't think I was going to be showing this to anyone, I will change.


The descriptive names aren't so that it looks pretty when you show it to other people.  They are there so that in a year or twos time when you have chopped and changed and refactored your code and added or removed new features you can tell what the variables do.  This may only be a small project but, it is good to get into the practice now.


Well Glass_Knife it shouldn't have been that hard to know what rowf meant since I had a comment right in front of it explaining what it meant.


We shouldn't have to scroll to a variable declaration to be able to know what it does.  In fact you should never need to comment a variable declaration.  If you do then the name you have chosen is not good enough.




All that being said the obvious things to do would be use constants to get rid of the magic number , Split it up into methods.  Use descriptive names for your variables and methods (check and check1 are meaningless).  Also consider creating a seperate Board class.
After all thats been said ignore any comments about it being a coding horror.  I have seen much worse code from so called proffesional programmers.  I haven't run it but, I assume that it works and it behaves how you expect it to behave. 

#5171868 spare time project IP

Posted by Buster2000 on 06 August 2014 - 07:25 AM

I thought gamedev.net has people from all over the world and someone could tell/referenz to their law.


OK in the UK an employer can claim the copywrite to any work produced while in the course of your employment.  What constitutes "in the course of your employment" is not defined.  There have been cases in the past where the court has found that an employee who has developed software in their own time outside of work that the work is still owned by their employer because the type of software produced is the same as they would be doing in their day job and they could not proove that the isperation they had to write their own software didn't happen whilst at work.  There are also similar cases that have found in favor of the employee. 

The law is deliberatly vague and the only person who can win such a case is the one with the best lawyer.  The only reason to know for sure is to specifically have it written in your contract that you get to own all respective IP.