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Member Since 07 Sep 2010
Offline Last Active Oct 23 2014 06:56 AM

Posts I've Made

In Topic: SFML Frame Per Second feedback

01 November 2012 - 02:59 AM

Just starting out with sfml myself and learning my way around it. I should point out that the GetFrameTime() function has been removed in the new version (2.0) as they didn't think it was accurate or needed. It is recommended that you use the clock class, most common way would be to get the time since the last call within the main loop and pass this to any functions that would need to know it.

I would also personally assess the performance of the function of the time that you are spending within it rather than CPU %. You can do this again with the clock class, reset it at the beginning of your draw function and then get the time at the end to see how long you spent there. You can then decide from this if you are spending too long in this function.

In Topic: Why Game Programming?

11 July 2012 - 02:19 AM

I think you really have to ask yourself the questions. Why are you making the game? Is it cause you enjoy the creation, what part of that do you enjoy? Are you making sample work to get a job? At the end of the day it is upto you to know why you should be programming or just scripting in an engine etc

Personaly I enjoy programming, I know that I cannot make anything near as good as a profesional engine but thats not why I am doing it. I have tried using stuff like Unity and its very quick to put together something but in a sense I find this takes away some of the enjoyment for me. At the end of the day would you say I shouldn't make a fps game because I could never match the quality of battlefield or call of duty, no I would still do it because I wanted to enjoy the experiance.

If your wanting to get into the industry and are working on sample work then you will need to create your game with the methods you would expect to use in the job you would go for to show you can do it. For example if you wanted to be a graphics programmer I would focus your effects on showing what you can do in directx.

In Topic: DirectX 11 How do I open an effects file?

06 March 2012 - 11:04 AM

I read the directx 10 book from here http://www.d3dcoder.net/

I found it really useful and made my first 3d game come to life. The author has made a new directx 11 version that is due out within the next week or so I think. I will most likely be picking this up myself.

In Topic: Unity 3D Basic for iOS and Android free until April 8th

06 March 2012 - 07:41 AM

managed to slowly make my way through the shopping process, required a few refreshes on the 500's but now got a licence in my email inbox ready to have a play with when I get home from work.

In Topic: RPG Funding

06 March 2012 - 05:11 AM

I'm unable to find the source again, but I recently read an article about an indie team of 4 running on a budget of about 15k per month -- They had office space (so budget for rent, utilities, snacks, etc) and legal/business council, both accounting for around $1200 of the monthly budget each -- a small start-up team .

Was this it http://www.joystiq.com/2012/02/29/how-one-indie-studio-burns-15k-per-month-or-this-graph-looks/