- Viewing Profile: Reputation: Madhed
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#5002455 Float Precision Issue?
Posted by Madhed
on 19 November 2012 - 03:49 PM
#5001567 what would be the proper oop way to do this?
Posted by Madhed
on 16 November 2012 - 10:18 AM
Think about what structure can represent each valid configuration of your game unambiguously. Then think about which are valid transformations on that data and which actor has the authority to do these.
This should lead to a nice code structure will well defined operations where classes control the integrity of the game state.
EDIT: I realized this sounds pretty vague. Maybe it is because that's the way one should design regardless of language. I guess the TL;DR version would be: Don't think of OOP as a philosophy that forces you to program a certain way. Rather, think of it as a tool set that enables you to more efficiently implement a sensible design.
#4999644 Sound Editing and dubbing for games
Posted by Madhed
on 10 November 2012 - 08:32 AM
That said, I don't think you should look for the "best" software, whatever that is, yet. Most of the professional tools are quite expensive and contain a lot of functionality that you wouldn't use anyway. Try out Ashaman's suggestion, Audacity. And If you want to, download the free demo of Reaper to fiddle around a bit before making a decision.
#4999444 Sound Editing and dubbing for games
Posted by Madhed
on 09 November 2012 - 03:59 PM
#4992519 More C++ stuff...
Posted by Madhed
on 21 October 2012 - 12:53 PM
Vector3 pos = { x, y, z }
Why not
Vector3 pos(x,y,z);?
#4991211 [Looking for locations] Game taking place in the US in the 60s
Posted by Madhed
on 17 October 2012 - 12:23 PM
#4990012 Visual Studio Express 2012 Yay
Posted by Madhed
on 14 October 2012 - 04:51 AM
I mean, Microsoft has never been about visual design but this is just bad, MENU BAR, Y U SCREAM AT ME!?...
Guess I'll just have to adapt, will give it a few more tries.
#4984421 How to track 500,000 counters every 10 seconds
Posted by Madhed
on 27 September 2012 - 11:48 AM
Then I was like: "That's cool!"
#4981361 Is using a debugger lazy?
Posted by Madhed
on 18 September 2012 - 01:18 PM
What your professor is suggesting is to find the cause of failure in a complex circuit by just looking at the wires or maybe by putting a lightbulb here and there.
Clearly, he is out of his mind.
Either that or there was just a misunderstanding.
#4978249 What is the guy called with all the money? boss?
Posted by Madhed
on 09 September 2012 - 04:52 AM
I don't know if english is your primary language but from what you have written several times on this forum in different threads you give away a very strong "me against the world" mentality. Everyone else is dumb, irresponsible, should just listen to your advice since you seem to know it all better.
Also you seem to down-vote every single post that disagrees with your views. Really? Is that what you call a discussion?
The fact that your reputation has almost reached negative 200 should also give you a hint that maybe, just maybe, you are the one at fault.
#4978037 Separable gaussian blur too dark ?
Posted by Madhed
on 08 September 2012 - 11:11 AM
float3 texColor = TargetTexture.Sample(TargetTextureSampler, input.UV * pixelSize).xyz * weight[0];
Doesn't that always sample the top left corner (i.e Black) ?
I think it should be:
float3 texColor = TargetTexture.Sample(TargetTextureSampler, input.UV).xyz * weight[0];Not?
#4978021 What is the guy called with all the money? boss?
Posted by Madhed
on 08 September 2012 - 10:35 AM
Yeah I think what you're describing sounds like a venture capitalist/investor. You look for promising developers, finance their game and get a compensation in return.
But I really think you should drop the attitude of controlling every little bit of the process. If you find a team with a good prototype why should you dictate them what to do with your money? After all, you are giving them money to finish their game, not yours.
I'm not an expert here but I think this would all be decided during the contracting phase. Both parties agree on a game design, lay out milestones etc.
So in honour of your username, good luck and have fun. kthxbai
#4977294 Simple & Robust OOP vs Performance
Posted by Madhed
on 06 September 2012 - 12:06 PM
Why do you think one "mega class" would perform better?
#4975769 3D engine with no programming required?
Posted by Madhed
on 02 September 2012 - 10:53 AM
#4975688 Is the design enough?
Posted by Madhed
on 02 September 2012 - 05:13 AM
The first mistake you have made: You came to these forums.
Opinions of all these people are irrelevant. You know why? Because its all about your nationality... Some nations values more the work-power, some the ideas. Evidently, the nation you live in is preferring the ideas over work-power. Where are you from? I guess its some communistic or post-communistic nation.
The question is: Are there some good game developing companies in your country?
If yes: Keep trying. Your GDD have THE value.
If not: Its a waste of time. The America/Eastern Europe will not buy it. These nations lacks the work-power, but they are full of ideas ...
Complete utter B.S.
No one is going to buy a GDD from a nobody who hasn't shown the skills to successfuly lead a team of developers. Sorry, but that's just the way it works.
And 4000(!) pages of game design? Come on, that's just ridiculous. Usually the first design document iteration should be as concise and high level as possible. Game design is (should be) an iterative process, where you implement > test > identitfy problems > redesign > implement... until you have a polished product.
That might sound discouraging but please notice that every once in a while that kind of thread pops up here.
Why don't you reduce your gdd to its essence and try to build a team with which you implement that design. If you have a fun, working game you will have a muuuuch bigger chance to make any money from it.
cheers
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