Jump to content

  • Log In with Google      Sign In   
  • Create Account

Sage Gerard

Member Since 26 Sep 2008
Offline Last Active Aug 23 2011 09:10 PM

#4840909 Investment and piracy

Posted by on 26 July 2011 - 07:43 PM

I had no idea that someone was typing a reply by the time I had tried to close things up. Good ol' Tom. I can always count on your quick judgment. Sorry folks, and thanks Frob. Question has been put back.

#4840884 Investment and piracy

Posted by on 26 July 2011 - 06:08 PM

What unambiguous evidence is there to show that piracy negatively influences returns on investment?

#4835651 Anime purely as a drawing style

Posted by on 15 July 2011 - 06:42 AM

I think the anime one is more emotional in that case. But, if the emotional impact of an exaggeration is subjective, what is the point in discussing "accuracy"?

#4835360 Should I choose hardware engineer or software engineer or programmer as my ca...

Posted by on 14 July 2011 - 12:14 PM

If it is any consolation, nothing says you cannot enjoy other disciplines outside of your career as a hobby. Take my word for this: specialization is not as fun as honing multiple disciplines, but it yields more prospects.

On another note... Job security. Globalization coupled with the fact that programmers can work regardless of location has made outsourcing the norm (if websites dedicated entirely to freelance project bids are an indicator). Prototyping firms, public science labs and Arduino also seem to be setting the stage for making engineering costs damn near disappear.

It is one thing to program or tinker as a hobby, but choosing them as careers brings the question of how you can remain indispensable. Why would a company always want to hire you instead of an equally skilled bloke on the other hemisphere who will do the same job for less? For this reason (with some others),

If I were you, I would think of programming and engineering as skills to augment the career I end up in. Make yourself more valuable in an industry that can most benefit from your services.

#4834839 Anime purely as a drawing style

Posted by on 13 July 2011 - 08:35 AM

There is a dislike towards anime (especialy in profesional conversations) that I feel is a bit unfair. IMO As a result commercial products shy away from using 'anime style artwork' in fear of being associated with it.

That is not entirely true, but the simple fact of the matter is that for some media X, everyone will have a different opinion on it ranging from zealous hate to zealous love. Nothing unusual.

Personally, I agree that the style is beautiful... When it holds still. Thank Disney for that bias.

I'd love to hear your opinions!

My opinion on anime is the same as my opinion on movies, music, plays, books and every other media in existence: I might like some of it and might not like others. Even if there are some works I'm pretty sure I won't be fond of (Rap music, Jim Carrey), I can be pleasantly surprised and develop more of an appreciation for a genre and the culture that made it.

#4831043 game programming with librarys

Posted by on 04 July 2011 - 10:59 AM

You might be interested in the distinction between an interface and implementation in object-oriented programming: Write your interface, which is nothing more than the system you interact with under the impression things get done. As long as your implementation (the thing that actually does the work), still does what it is supposed to do, it can use whatever libraries it damn well pleases.

Say if you have an interface with a method called Render(). Rendering to a frame in Direct3D uses different code than in OpenGL, but the task is still rendering to a frame! The interface, and the person who uses it, does not really care what is happening as long as it works, and works well.

#4830998 Newbie Programming Help.

Posted by on 04 July 2011 - 09:05 AM

I want to make a game, but I don't know the coding side and i would like to learn more about it.
The thing i never quite understood is what could fit my needs.

In order to understand what fits your needs, you need to decide what your needs are. If you wanted to build a wood shelf, a welding torch might not help you nearly as much as a hammer with nails! Choices are overwhelming if you are unsure of what each tool enables, and that is fine. You will learn how to choose what is most relevant in time.

The tools that are best for the job only become clear when you know how to sort your options based on context, and you are a good judge of the utility of each option.
You never become a great judge, but you always get better!

I'm not trying to be lazy, use a magic wand and poof! game done.

As long as you are still motivated to get things done, go ahead and be a little lazy. It can be easy to accept that using third party libraries or engines is somehow not "real" programming, but this conclusion is often reached with a kind of "macho" attitude. I've worked on an MMORTS, two ship shooters, and a top-down RPG. One thing is certain... I wish, for the love of all things holy, that I could use a magic wand and materialize a game out of thin air. I wish this today, even after using both high-level and low-level technologies. It takes a lot of time and effort to make a game, even if you use tools that help you tremendously. Outside of learning purposes and having a better solution in mind, there is little reason in burdening yourself with previously solved problems.

#4684942 Breaking down a very large game project into manageable sections

Posted by on 30 July 2010 - 12:58 PM

Full backstory can be provided on request, but is probably not appropriate for this forum's area of discussion.

Actually, this thread can benefit from the Game Design forum.