Jump to content

  • Log In with Google      Sign In   
  • Create Account


runonthespot

Member Since 14 Feb 2011
Offline Last Active Dec 05 2013 01:35 PM

Posts I've Made

In Topic: Should games be considered art?

01 December 2013 - 03:58 PM

"should games be considered art"  - your best bet is to narrow down the question.  If you mean "all games" then I'd argue no.  It's not difficult in fact, to argue that most games "contain" art, rather than are art themselves (is a gallery art?).  I liked the quote "Games will eventually subsume all other forms of media" - not sure I agree, but I think it hints as to what games ultimately are: A container.  A medium.  A medium in which certainly art can be produced, but ultimately a superset of what we might traditionally think of as art.

 

This is of course IMHO.  Your mileage may vary.


In Topic: Master Thesis Theme and Inspiration Needed

18 September 2013 - 06:48 AM

I'm really into Unity, but I think this guy's talk goes quite a bit further.  Exposing properties in the inspector is one thing, but every time I update actual code, I find I have to restart.  A cursory google showed this http://forum.unity3d.com/threads/195537-Livity-The-Live-Coding-Tool-for-Unity which looks interesting :) 

 

Anyway, a diversion now from your task- good luck finding the right idea!


In Topic: Master Thesis Theme and Inspiration Needed

17 September 2013 - 05:51 AM

Maybe a little too specialist/tricky, but one area that is lacking in my view is the gulf between coding and stuff happening on a screen.

 

Take a look at this talk:

https://vimeo.com/36579366

 

The leap between immediately seeing the results of what you're coding versus the current "make changes (based on your best internal understanding of a program) and iterate" is exactly where I think things should be heading.

 

I'm a reasonable coder so it's less of a barrier for me, but this sort of tool that facilitates creative without bogging it down in the technical details too much, is amazing.


In Topic: Replay Physics

11 September 2013 - 03:59 AM

If you're in Unity (sounds like it), there's actually something that does this on the asset store that works pretty well

 

https://www.assetstore.unity3d.com/#/content/4341

 

At $10, it's a steal, works well, covers physics and even sound... 


In Topic: How do in-game player characters take up space

09 September 2013 - 05:32 AM

Depends on the game.  COD does have player colliders.  Some MMOs (like warcraft) have absolutely no player collisions, so multiple people can occupy the same space. In the former it allegedly creates tactical play (blocking a doorway), and the latter prevents griefing (big groups of people making the market place unreachable because they crowd around the entrance).

 

In terms of implementation, typically you have separate collider geometry that goes along with your player geometry.  Usually it's less complex because it's only to detect if something is colliding with it, which doesn't need to be as detailed as the geometry that shows the wrinkles in your player's clothing.  This would usually all be handled by a physics engine- Bullet/Havok/Physx etc.

 

In a demo fps from a game engine, it could be as simple as a capsule shape representing the player.  The more complex the geometry, the harder/slower it is for the game engine to use it, so it's typically a mix of primitive shapes to cover the main areas of the body, probably more detailed geometry on the scene itself, usually excluding stuff like plants. 


PARTNERS