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M6dEEp

Member Since 29 Oct 2011
Offline Last Active Sep 11 2014 08:28 PM

Posts I've Made

In Topic: What programming skills for Unreal 4

25 March 2014 - 07:49 AM

It's pretty much a complete package as far as I can see, what programming skills would you need, assuming your not modifying the source(still cannot believe they are licensing the full source, that's 25 years worth of research and blood and sweat there).

 

We are talking about shaders/effects and some gameplay scripting such as LUA, or I think it's unreal script.....?

 

C++ for everything programming related and Blueprints (gameplay scripting, actor archetypes seem to be replaced with this as well.) Everything else seems to apply from UE3 to UE4, just learning how the editor works and the various tools available in it will get you far enough to make prototypes without going too deeply.

I've been toying around with it for the past couple of days, and the tools are nice for 20$. You can plop down $19 for one month and then cancel if you would like, they let you keep the source and all you lose by not continuing your subscription are updates and marketplace access (which isn't even available as of yet). Some of my friends have decided to go with 19$ every six months, since that was about how long it took to get UDK updates anyway.


In Topic: Database optimization

07 December 2013 - 11:13 AM


Actually real question is, is there a cache like mechanism (DB in memory ?) making this worthy?


You have to remember that SQL Server or whatever DBMS you use will have its trade offs, but more importantly you have to think about how your application uses and serves this data to its clients to truly nail down what those trade offs will be. 

At my current job we use a 2 layer stack, the first and more permanent storage are SQL server database instances that are built on a CQRS (Command Query Read Segregation) model and the most recently/frequently accessed data is cached in RavenDB.

The cool thing that we implemented recently was segregating the data into "components" to get a higher probability of hitting something in our RavenDB store. An example of what I mean by this is, instead of storing the player's entire save in the cache, you store pieces of it (their items, pieces of their skill tree, etc) separately so when you go to fetch a different player's save, most of that information is already cached and can be rebuilt without even hitting the database. The power of permutations will play in your favor this way, allowing you to load 90% or more of players' information from the fast NoSQL cache instead of having to do costly queries on the SQL DB.

CQRS is basically a way to scale your database queries (reads) independently of your database write operations (writes/updates). Yes, tweets come in at large volumes, but 90% of the time a client is fetching data. This goes more in depth: http://martinfowler.com/bliki/CQRS.html

Hope this helps!


In Topic: Is it worth investing time to learn 3D modeling.

18 January 2013 - 01:50 AM

If you want to get your hands on Autodesk 3DS Max, Maya, or Mudbox and you happen to be a student then you should check this out: http://students.autodesk.com/

 

Under free software are tons of products by Autodesk. I've used the latest 3ds max from here for various student game projects when I was in college. The best part is you can experiment with Maya and all of the great tutorials for it on 3dBuzz.com.


In Topic: Is it worth investing time to learn 3D modeling.

17 January 2013 - 10:55 PM

3D modeling is fun, addicting, and easy once you get the hang of it.

 

This.

 

It's easy to get started and once you do making things like scenery objects, guns etc is all very easy. The hard part is finding good reference images or coming up with original ideas. Also, I had fun doing 3D animation because it gave me an excuse to buy foam swords and swing them at stuff to get an idea of how things should look. The hard part is modeling things with intense detail at high polygon counts, or making very detailed/long animations. 

 

Just like anything else, it takes time to get the hang of, but once you do it's a valuable skill to have as a programmer. It gives you a glimpse into how artists work and what kind of workflows they expect, among other things.


In Topic: Tile engine design

16 January 2013 - 06:49 PM

I'm working on a 2D tile engine and looking for some general design and/or programming advice from more experienced programmers. What I want is an engine capable of handling both essentially limitless transition-free tilemaps (i.e., broken into chunks, loading the chunk the player is in and pre-loading adjacent chunks to make sure the player never sees an empty abyss at the edge of the screen) and Castlevania/Super Metroid style "rooms" of set size (for instance, an open overworld and segmented interior spaces).

 

So you want "infinite" scrolling 2d tile map levels (procedural generation??) akin to Minecraft, or are you talking streaming in custom maps in real time that are pre-made in an editor. Or are you talking both?


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