Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 20 Jun 2008
Offline Last Active Jan 10 2014 02:04 PM

#4882458 Suitable Sound Formats for FMOD on iOS

Posted by teutonicus on 10 November 2011 - 01:19 AM

Using MP3s is fine; FMOD uses Apple's hardware to do the actual decoding (and indeed you could as well if you decided to roll your own), so it is not an issue for you. FMOD handles OGGs just as well IIRC, so whatever floats your boat, mate. With either format, royalties should only be an issue if you are using somebody else's music (ie. you don't own the music) or you are trying to use your app in order to sell music in some way.

Like you said, WAV and CAF are basically the same thing so whatever floats your boat, mate. I stuck to WAVs because I already had them working and have no need for exotic audio formats.

#4877680 Can't get a decent Collada file from Blender?

Posted by teutonicus on 27 October 2011 - 02:41 PM

I can't help you with the Blender exporter, but I can suggest instead using Assimp to import from Blender and then dumping Assimp's structures into your own file format. It supports import of .blend files (among others, including COLLADA).

I recently replaced my old COLLADA parser with Assimp after being fed up with the different COLLADA formats that I was getting from different exporters. Took me an afternoon and I no longer have hassles with broken COLLADA exports whenever a new version of Maya is released. Assimp does the boring stuff for me :)

#4867063 COLLADA To Engine-Specific Format

Posted by teutonicus on 28 September 2011 - 11:48 PM

http://assimp.sourceforge.net/ may be worth looking at. It handles the import for you, so you don't have to worry about parsing the COLLADA file. It supports formats other than COLLADA as well :)

#4862936 Prudence of Creating an Engine

Posted by teutonicus on 17 September 2011 - 07:56 PM

... One can get all the specifics behind the physics, rendering, performance, and all the minor details that one usually doesn't pay much attention to. One can also customize that engine to their own specific needs, allowing for a more lightweight and specialized engine ... This allows the programmer to become intimately familiar with the whole creation process and every aspect of the game ...

You can learn all of these things when writing a game. Bonus: your physics, rendering, etc. will be customised to the specific needs of your game and you will be familiar with the whole creation process and every aspect of the game.

So, in essence, go for it if creating an engine is used for learning purposes, otherwise don't waste the time?

Unless you've written games before, you won't know what a useful game engine needs to do. By writing games, you will eventually learn how to write a useful game 'engine'.

#4860286 A question regarding education..

Posted by teutonicus on 11 September 2011 - 04:32 AM

Get your SE degree and make plenty of games in your own time while you are studying. You do not need the 'games' degree to work in the industry. Start eyeing off graduate positions now (or even senior positions; you should have goals), so you will be prepared to rock your future employer's socks off with your amazing demos and resume once you graduate. Be awesome.

#4847599 [Theory] Unraveling the Unlimited Detail plausibility

Posted by teutonicus on 11 August 2011 - 04:36 AM

Is it just me or does anyone else find that Dell guy to be a complete douche-bag? Obviously I don't know him or his background (apart from the fact he worked in a supermarket), but from hearing his explanation of 'level of distance' :-\ I would say he is a charlatan who has no clue what he is talking about. Anyway....

But he's a vegetarian and sponsors a whole orphanage in India.

#4799408 How do you prefer to nest code?

Posted by teutonicus on 17 April 2011 - 02:28 AM

I find the following style easier on the eyes, but then I value consistency and readability more than vertical screen space:

if ( foo )
I would suggest convincing your boss to invest in mice with scroll wheels or monitors > 15" if you're lacking vertical space. Though I prefer to keep functions short in the first place.

#4799339 Sudden Necrophilia

Posted by teutonicus on 16 April 2011 - 08:23 PM

I was also disappointed by the misleading thread title.

#4794048 Is it ethical to lend money for interest?

Posted by teutonicus on 03 April 2011 - 10:12 PM

I watched my fair share of Judge Judy episodes as a kid and lending money to people rarely ends well even if you aren't charging interest!

#4793978 Shrink an array?

Posted by teutonicus on 03 April 2011 - 04:53 PM

Only allocate space for what you need unless you have a good reason not to. Use std::vector instead of dynamic array unless you have a good reason not to.
Here is one way that you could do this:

std::vector< GLshort > vertices;
vertices.reserve( numVertices );
std::vector< GLfloat > textureCoordinates;
textureCoordinates.reserve( numVertices );

for each vertex
    vertices.push_back( vertex )
    textureCoordinates.push_back( textureCoordinate )

#4792359 Opposite of If statement

Posted by teutonicus on 30 March 2011 - 03:48 PM

Right now I am using this:

if (
world0->blockExists(x-1,y,z,world0->xOffset-location.x,world0->yOffset-location.y,world0->zOffset-location.z)==true && 


Easier to read = easier to refactor.

bool blockExists = world0->blockExists(x-1,y,z,world0->xOffset-location.x,world0->yOffset-location.y,world0->zOffset-location.z)==true;
bool blockAmountIsInvalid = world0->blockGetAmount(x-1,y,z,world0->xOffset-location.x,world0->yOffset-location.y,world0->zOffset-location.z)==-1;

if (blockExists && blockAmountIsInvalid)


Now you can easily get rid of the else ...

bool blockExists = world0->blockExists(x-1,y,z,world0->xOffset-location.x,world0->yOffset-location.y,world0->zOffset-location.z)==true;
bool blockAmountIsInvalid= world0->blockGetAmount(x-1,y,z,world0->xOffset-location.x,world0->yOffset-location.y,world0->zOffset-location.z)==-1;

if (!blockExists || !blockAmountIsInvalid)

Although without seeing more of the code, that condition doesn't make much sense to me :P

edit: holy flood of answers, Batman

#4788339 Messaging / communcation between components of a GameObject

Posted by teutonicus on 20 March 2011 - 02:02 PM

As jyk said there are plenty of discussions about this kind of thing on the forums. It's also worth checking out some of the journals here; this entry by JTippetts is an excellent example showing how he solves inter-component communication (among other things).

#4787845 What are some songs that tell stories?

Posted by teutonicus on 19 March 2011 - 12:11 AM

What kind of stories are you after?


'One Road to Asa Bay'
(any 90's era Bathory really ... the entirety of Hammerheart can be listened to as one big viking saga)

'Dark Avenger'

#4783506 C++ Stack Overflow

Posted by teutonicus on 09 March 2011 - 05:36 AM

VOID* pVoid; // lock particle1VertBuffer and load the vertices into it
->Lock(0, 0, (void**)&pVoid, 0);

(pVoid, t_vert, sizeof(t_vert));

Looks a bit sus ... have you checked return codes to all of your D3D functions?