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Member Since 19 Mar 2007
Offline Last Active Today, 01:26 AM

Topics I've Started

How do you email?

10 December 2014 - 07:23 AM

Hello. I have multiple email addresses, some of them are from my own domain (for interacting with customers etc). I'm also responsible for an email address for my work place.


What do you use to read and write emails? Do you check for emails every now and then or do you keep a client open for instant notification? Do you use an email client or a web service (which client/service)? Do you care about google reading your emails (even business ones) when you use gmail? What's your favorite device for your email needs?

How to make money out of this

22 September 2014 - 08:13 AM

Hi all. I know this is not really game development-related, but GD is my home and I love you guys! A while ago I posted in the lounge to get feedback on whether a tool for line-art had potential, with a demo video. I also posted the same topic on a more art-centric forum, and I received moderately-encouraging feedback. Well I've decided to go ahead and try to finish it and hope for the best, then move on to something else.


My question this time is about the best way to make money out if it. Some points to consider for this case are:

  • It is still in working-concept stage, and at its current stage, it's not ready for public consumption.
  • I feel I could benefit greatly from user feedback (most importantly ideas), the earlier the better.
  • I've decided to avoid aiming for an all-in-one package, and instead focus on one particular task: intuitively and quickly creating clean line-art, using a minimal GUI. It will be priced accordingly.

First impressions tend to stick, so I'm hoping for the first public release to be impressive enough to avoid losing lots of interested people from the get-go, yet I can't hope for good user feedback without a public release.


Someone suggested crowd funding. There is also the freemium model, or "pay as much as you want". Or maybe freeware with ads. What do you think would be the most suitable choice in this case? Thanks in advance.


Does this have potential?

14 August 2014 - 03:22 PM

Hello everyone. This isn't really game-development-related, but I'd like your opinion on this as software developers as well as users.


Some time ago I worked for a good while on a program, "Curver" I called it, which focuses on implementing a natural workflow for working with line art. Then I put it on hold in favor of other projects and some real life circumstances. Anyway, now I'm at the stage of finding a project to start/resume. With financial interest in mind, do you think this project has potential? What to add to it without complicating it too much? Would it generate a good user base?


Basically, what are your thoughts? Thanks in advance for any input smile.png


Window Docking System

16 June 2012 - 03:44 PM

Hello there fellow GameDev citizens. How are you doing this fine evening? How's it going with your work on your awesome engines and demos and games?

I'm STUCK! I've been working on a docking system for use with Win32 applications, very much inspired by that used in Visual Studio. Such a system should be very useful for editor-type applications which is exactly what I'm going to be using it for. I've made good progress - have a look at this video here if you will:

I'm quite comfortable working with the Win32 GUI API, so I'm not really stuck on something technical, but rather on the design of the thing. Currently a tree structure keeps track of the windows' layout. What I'm stuck on is implementing the behavior of restoring a window to its previous position after it has been hidden or otherwise removed from the layout tree. This is the same issue of implementing the behavior of restoring the layout from file at startup or applying a certain layout in certain application operation modes and then restoring a previous layout.

For example, at 0:29 in the video, we have a floating "pane" which has two windows docked inside it. Once one of these windows is undocked, the pane is left with just one window docked inside it, making it a redundant pane, so the remaining window is undocked and the empty pane is removed. In VS, if the user hides one of these two windows, and then shows it again through the View window, the window is put back where it was and a pane is created again. So I guess my question is what would be the best way to represent the placement of a window, and how to use that representation when removing and restoring windows into the layout tree? Or maybe I'm thinking about this whole thing in the wrong way. Any thoughts are welcome.

If anybody has any experience with such a system in a different language or environment, I'd appreciate it if they would shed some light on how it's done there.

Scene::CreateEntity() vs. Scene::InsertEntity()

26 January 2012 - 04:12 AM

Hi. Consider an extensible entity system for an engine. Using
Entity* Scene::CreateEntity( unsigned EntityTypeID )
results in easier memory management. The engine creates all entities that it will use, and will delete them when appropriate. However, this requires an interface for registering entity factories for all entity types. In addition, it becomes nearly impossible without unsightly hacks to add and remove entities into and out of scenes for, say, streaming purposes and editor undo/redo functionality.

On the other hand, using
VOID Scene::InsertEntity( Entity* )
VOID Scene::RemoveEntity(Entity*)
allows us to get rid of the EntityTypeID and factory stuff, but we're left with the problem of memory management for the entities. The first solution that comes to mind now is using smart pointers, but unfortunately template classes can not be used in an API for binary-distributed libraries like an engine. What are your thoughts?