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Member Since 05 May 2011
Offline Last Active Today, 06:44 PM

Posts I've Made

In Topic: recreate frostbite destruction physics

10 May 2014 - 02:58 PM

There are probably multiple systems at multiple levels of detail at work here. There's a presentation on how they did smaller scale destruction in their frostbite 2 engine by using a technique they call "Destruction masking using volume distance fields", they're probably also using this to some extent in frostbite 3.


The slides for this can be found here: http://www.slideshare.net/DICEStudio/siggraph10-arrdestruction-maskinginfrostbite2

In Topic: Screenshot of your biggest success/ tech demo

25 April 2014 - 12:01 AM

Can't really make any claims about this being my "biggest success" since the game isn't released yet (2 more weeks!), but I (re)wrote the rendering back-end for this and built the largest part of the lighting system, the terrain rendering system and the water rendering system.

Some more shots here and here

In Topic: Starting Out

29 October 2013 - 08:44 AM

About the Dreamspark licensing, you should check out their EULA; be sure to check out section 3.d






Also from the Dreamspark FAQ: 


Are there any limitations on the way I use the Microsoft tools I get through DreamSpark?

You may only use the tools and software from DreamSpark to get ahead in school, develop new skills and take steps in research in science, technology, engineering or mathematics.You can review the license agreement for more details.


In Topic: Starting Out

29 October 2013 - 08:21 AM

Regarding Xbox One development, Microsoft has stated that every retail unit can be eventually be used to develop on*, although this functionality will not be included at launch.

My guess is there will be a fee of some sort attached to this, but nothing has been stated (as far as I know, at least).




Yes the hardware can be used to do development, just like the Xbox 360 can be used to test your XNA games. I'm sure that getting access to the Xbox One platform SDK, their toolset and their review process for publishing an indie title will still require a fee as you mentioned.


It would also seem strange to me if they didn't release proper devkits to AAA studios, as these devices provide additional debugging features and additional memory to run test builds of their games.

In Topic: Starting Out

29 October 2013 - 07:39 AM

1. What are some books to get into for game design with C#? I've found like 100 on Amazon and I am trying to narrow it down.
2. I am looking to make a 2D SRPG(Think Shining Force), any good engine choices?
3. If not how hard is it to make an engine?
4. I would eventually like to port my game to Xbox 360/One, and PS3/PS4 will C# allow me to do this?
5. What is some good software for music and sound that is free or cheap so I can play with and learn?
6. In school I have to learn a scripting language, I chose ASP.NET, will this benefit me in any way with game design?
7. I have phenominal art skills with physical mediums, how hard is it to convert to digital? Worth getting a decent Wacom Tablet?


I can answer a few of these


2. Something like game maker might suit you just fine if you're trying to make a 2D RPG. If you want something more advanced there are definitely 2D engines out there which would be perfect for the job you're trying 2D. You could check out XNA if you're working with C#.

3. It's absolutely not a beginner subject. Engines can be pretty complex to build and its development would only take up precious time you could spend on creating your game.

4. C# together with the XNA framework I mentioned above will allow you to run your game on Xbox 360 as long as you pay a yearly fee (or at least it used to be this way, don't know if they've changed it). Xbox One, PS3 and PS4 are pretty much out of the question since you'll need to get your hands on development kits for each platform. For the new generation of consoles they've become more flexible towards indies, but getting a devkit will probably still require you to have a track record of published games. Also when developing for these platforms you'll have to interact with their platform SDKs and tools which will require a native language like C++.

6. Unless your game will require you to write server side web application code ASP.NET won't be useful in your game development career

7. I'd absolutely recommend getting a Wacom tablet if you're good at drawing. I've bought a more expensive tablet myself a couple of months ago after dabbilng with some cheaper Wacom tablets and I didn't regret it for even a second.




Something I want to add is that you should beware of using products offered by Microsoft's Dreamspark project for any non-educational purposes. The reason you're getting those programs is so you can use them in a school setting. As far as I know you're not allowed to actually sell or publish anything created with tools provided by Dreamspark.