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Member Since 10 Nov 2009
Offline Last Active Today, 08:53 AM

Posts I've Made

In Topic: How is cross platform done

24 July 2015 - 10:08 AM

The way that cocos2d-x does cross-platform is the traditional way: you have a core library written in a platform independent manner in a platform independent language (C++). By "written in a platform independent manner" we mean that at its lowest level it is written in terms of calls to functions that have different concrete implementations for the different platforms that it supports. There is then a thin shell of an executable that is in whatever the sort of the native language of the platform in question is (Objective-C on iOS, etc.) that does a minimum of initialization and then just calls into the library, and you the user of the framework,  to the extent possible, write your game in terms of the platform independent methods exposed by the core library and/or platform independent wrappers around platform dependent functionality and thus that part of your game can be used as-is across platforms.


It is more or less impossible the layer this kind of architecture on to an existing platform-dependent codebase. Basically you can't do cross-platform like this after the fact without re-writing.

In Topic: Need to make app for ipad without apple products...

17 July 2015 - 09:39 AM

Dude, I am going to give you some very general advice that is nonetheless true: Shit like this never leads to you making money. Don't even start in on it. It is a waste of everyone's time, especially yours.


Just tell the guy or your brother or whoever that if they want custom software on an iPad then you need a Mac mini, an iPad Mini, and an Apple developer account, period. Don't screw around with web apps; everyone is just throwing that around because it sounds cheaper than a real custom application but it is the same amount of work and is not what they actually want.


They need to pay for this stuff for you, if they are not willing to invest even that little bit into this project then they are not serious about it.

In Topic: Will _No Man's Sky_ be boring?

13 July 2015 - 03:27 PM

I personally think it's going to be boring.
The reason I say that is because almost every planet we've seen so far, is a pretty close representation of every other planet we've seen.

This is my thought too ...


but I also think they're holding back and are only showing one kind of planet for obvious reasons. I get the feeling that there will be fundamentally different planets but they will generated from templates the way the planets we have seen were generated from a 'earthlike grasslands + ocean" template. There are going to at least be ice planets and desert planets -- I think, desert planets are going to have Dune-like sand worms.


But still seems like it with get old after we've seen all the templates.

In Topic: Will _No Man's Sky_ be boring?

09 July 2015 - 03:34 PM


And then there's Elite Dangerous. wink.png

That's one of the reasons I'm cautiously optimistic about No Man's Sky - Elite is a beautiful game, but when you get right down to it, it's an empty wasteland with minimal content.

No Man's Sky has taken an interesting balance of procedural generation and artist created content - the massive variation achieved by mix-and-matching pieces of real-world Animals, semi-realistic terrain biomes, and carefully segmented spaceships, makes the sections of the universe we've seen so far appear to be teaming with life. That's something that Elite really misses on, though they may improve in this regard when/if they move on to implement planetary landing.

On the flip side, the more actual gameplay footage I see of No Man's Sky, the less impressed I am by the technical achievement. Yes, he's written a pretty fast procedural terrain generator, and his marching cubes or what have you is surprisingly seamless at converting voxels to meshes at playable framerates. But beyond that... If you look at screenshots from high orbit, its apparent that there are no macro rules to terrain generation - it's just high-frequency terrain features (which look great from the ground, but uninteresting from the air). And the creatures/ships are literally just mix-and-match of pre-made pieces, plus a few colour and texture variations.

I don't mean to knock their achievements: many kudos to them for building a shipping game and obtaining funding from a major platform gatekeeper! But from a technical stance, even people on this forum have produced more varied and interesting procedural content.



Yeah, from reading the New Yorker article I gathered that the planetary surface generator is mostly a collection of hacks rather than an attempt to simulate the processes involved and "grow" a planet the way, I gather, Dwarf Fortress does. He seemed to imply that everything has to work locally like he only generates at fine detail the parts of the planet that the user sees so anything that naturally wants to be global necessarily has to be a kludge. The New Yorker article, i think, discussed rivers not being done the right way. I get the feeling he has several dozen planet templates -- ice planet, grassland planet, and so forth -- that get picked and plugged into when you fly there.


I just wonder how old it will feel once you have seen all the templates. In the New Yorker article though he seemed to indicate that the fun was in the exploring. Like at one point he takes the contoller off the writer of the article because he wanted to check out some caves commenting "I haven't seen caves like that before" but I don't see how it can be interesting to him honestly. I mean isnt there a fixed set of things that can be in the cave or nothing is in the cave but in either case wont one cave be the same as another?

I'm still intrigued though. I mean I am excited about this game.

In Topic: Fill in the Blank: I am wasting some game dev time by _______

22 June 2015 - 05:23 PM

Spending an inordinate amount trying to come up with a look-and-feel for the game's UI art.