- Viewing Profile: Reputation: Promit
About Me
Community Stats
- Group Moderators
- Active Posts 14,707
- Profile Views 15,352
- Member Title Moderator - Graphics Programming and Theory | Baron von Bacon Po
- Age 26 years old
- Birthday March 30, 1987
-
Gender
Male
-
Location
Baltimore, MD
Awards
-
Awards
Expert Community Member
User Tools
#4948654 Epic Optimization for Particles
Posted by Promit
on 12 June 2012 - 04:48 PM
#4946611 I must be doing something wrong (slow development)
Posted by Promit
on 05 June 2012 - 07:04 PM
There's your mistake. No framework is required. Some developers use existing frameworks (Unity, Allegro, whatever) and some just plain freeform it. The key to coding fast is to throw architecture to the winds. This is a healthy skill to have, though whether you should make a habit of of it is another matter entirely.By comparison, I see people on these forums throwing together prototypes on a matter of days (I don't even understand how you can prototype a game, with all of the underlying framework that is required). People participate in the Ludum Dare competition, creating full games in under 48 hours. And full released games on Steam, like Terraria, which were developed in only 6 months.
Rapid prototyping is a valuable way to build out the basics of a game, make sure it's worth building at all, and catch early design mistakes. I would suggest that it's vastly more useful than the idiotic design documents everyone thinks they need. Sit down and write a full, playable game in a week. It will force you to think very hard about what is actually machinery for the game, and what is your own toying around with code. Eventually you'll learn to do this in a way that doesn't defy expansion into well engineered code later.
#4939972 The state of Direct3D and OpenGL in 2012?
Posted by Promit
on 13 May 2012 - 11:35 PM
#4939941 The state of Direct3D and OpenGL in 2012?
Posted by Promit
on 13 May 2012 - 08:30 PM
#4939617 PS Vita - what programming language does it use?
Posted by Promit
on 12 May 2012 - 02:14 PM
That's exactly the kind of dangerous advice that leads people into thinking that they should just learn C++ without worrying about the details. Oh, it's only complicated if you write it complicated.C++ isn't that hard. You just have to remember if you wrote new you have to write delete somewhere. There also also some tricks which make code looks complicated, but you don't have to use them.
No.
The whole danger of C++, the reason the experts are always telling people to start elsewhere, is not that you can write complicated code in C++. It's not even the memory management thing. It's that the whole language is afflicted by "here be dragons" quirks and corners that you can't see. I ran into a bizarre bug about two weeks ago and I'm still not sure whether I broke C++ rules or whether it was a compiler bug generating bad code. They key to understanding C++ is that, if it seems like a simple and easy to use environment, then you've probably made several major missteps. That you can't find. And THAT is why people need to go to C++ only after they've got a solid handle on the fundamentals.
#4938414 Using stencil operations
Posted by Promit
on 08 May 2012 - 10:02 AM
Check this article and see if it helps clarify the masks. It basically does a bitwise operation on the stencil values to determine which bits are significant and which are ignored for the rest of the stencil operation.
#4935120 Why use Uber Shaders? Why not one giant shader with some ifs.
Posted by Promit
on 26 April 2012 - 10:35 AM
Uber shaders give you much more precise control over compilation though.
#4933898 Learn OpenGL or DirectX ?
Posted by Promit
on 22 April 2012 - 04:47 PM
#4924527 sRGB approximations
Posted by Promit
on 22 March 2012 - 11:26 PM
#4924496 Mass Effect 3 Ending
Posted by Promit
on 22 March 2012 - 08:31 PM
This is really what I was getting at regarding the ending. The ending suggests that it should have been a central theme throughout, but it wasn't. The places where it would've been possible to make it a central theme, it wasn't really even present. It simply shows up at the end and is supposed to be a big deal because projected hologram kid said so. "Synthetics will destroy all organics." Why? There is no reason. But they said it so it must be true. I am projecting my own desires for how I wanted the game to go onto that ending, I will admit. I love what that ending could have been.So all in all, I believe this "synth vs organics" pretext at the end of the game was BS. The part of the game that revolves around it is way too small for it to justify the atrocities committed by the reapers. And it's not even the least bit explained.
The most emotional part of the synthesis ending is actually Joker and EDI, and has nothing to do with the Reapers or Earth or Shepard.
#4924476 Mass Effect 3 Ending
Posted by Promit
on 22 March 2012 - 06:45 PM
First: Of the three endings, only synthesis makes any sense. The other two are token choices that aren't actually worth existing. The destroy option is struggling to be interesting, and the control option is just plain idiotic. That doesn't even begin to touch on the insulting point that you couldn't tell the endings from each other anyway. So I'm only going to talk about the synthesis ending.
Across the three games, a couple themes are set up: control vs destruction, organics vs synthetics. To end the game by exposing these choices as false is an interesting, somewhat subversive, very Deus Ex approach to ending the game. I like this basic concept, and the fact that it was considered is what makes the other two choices token. The Quarian-Geth conflict does the most to set up the idea of unavoidable stand-offs between organics and synthetics, although the way it's written makes the Quarians seem like insane irrational douchebags.
For Shepard to close the story by transcending the conflict entirely lends a sense of meaning that is intended, I think, to make both the Illusive Man and Anderson seem petty and short sighted. They do a reasonable (but not subtle) job on the Illusive man, but not so much with Anderson. At the time the ending hits, you are very much sympathetic to Anderson, for good reason, and to place "his" choice on equal footing with the Illusive Man doesn't quite work. He's too eminently reasonable and good natured throughout the whole thing. For this to work, Anderson needed to be set up as a much more ruthless, battle hardened Renegade style leader -- but that was never his character. BW tries to haphazardly and quickly give you that impression in the final conversation with the Illusive Man and it simply doesn't work.
Then there is the idea of synthetics versus organics, and the final conversation with the Citadel/Catalyst itself. This could have been extremely interesting, if the approach wasn't completely botched. The idea that the Reapers themselves are subservient to a greater conflict, one that cannot be avoided by simply destroying them because it is inherent in the system of life itself? That is awesome. But the game doesn't bother to set it up. There is, by my count, ONE line in the entire game (delivered by the Prothean VI) that hints at what is going to happen. The one Reaper you kill personally also sorta hints at it. Yeah it's an RPG and every prophecy comes true, but this was sloppy. Again, the Quarian-Geth conflict could have gone a long way to setting this up, as could have the conversation with the Reaper, conversations with the Illusive man, conversations with the Prothan VI, etc. The game and story needed to be suggesting from the beginning that something else was leading the whole conflict, and that didn't happen. Instead it simply crashes on you at the end of the game like a cartoon piano. Something needed to happen, so here it is. And it happens too fast to provide any actual context or closure.
Which actually brings me to the real problem with Mass Effect 3's writing: a lot of things happen because Bioware says so, without the proper setup. Why are organics and synthetics doomed to fight? Because the dude said so. Why are you sad and emotional about that kid at the beginning? Because the game says so. Why is James a good marine? Because Shepard says so. Show, don't Tell is just forgotten entirely.
ME3 works best when it's bringing closure to things that you are already emotionally invested in from the previous games (which suggests that if you didn't play them, this is a shitty experience). You are emotionally invested in what happens to Wrex, to Mordin, to Tali, to Legion, etc. The second game in particular spent a lot of time getting you invested. But the characters in this game? They show up out of the blue and the game tells you to care -- but you don't. James is supposed to be a complex character with an interesting back story, in some sense a reflection of Shepard before the events of Mass Effect. But he's not. He's just a generic space marine shoved into the game who has a minimal number of not very interesting lines. Ditto Cortez, though maybe that's better if you follow the romance plot. The game never bothered to invest you, they just tell you to be invested because arrr Reapers.
The most blunt version is probably in the meeting with the Lawson family at Sanctuary, because it places a character you care about smack in the middle of a conflict that you don't give a shit about, involving people you've never met. Why is Henry Lawson evil? Because he just is! Why does Oriana Lawson need saving? She just does! What kind of danger was she in? The game doesn't even bother to explain. You're running around doing stuff because that's what you're supposed to do.
So when you get to the final conversation and decision point, it's a tough decision. Because the game said so with a mangled hologram that is apparently some AI? And the Crucible modified it somehow because shut up and don't ask questions. They've just dropped a crucial new character on you, out of nowhere, and they give you absolutely nowhere to take that. The context of your ultimate choice? Some kid told me to do it. They don't even give you the option I wanted -- walk away from the choice entirely. Tell the AI to solve its own problems and let the battle go on its own. DXHR does give you this exact fourth option. But the epic final decision is only interesting if the game has been properly written to set it up, to foreshadow and hint and tease, and finally give you what you've been expecting. ME3 just pops up with it out of nowhere.
Incidentally, I found this article to be quite interesting.
#4923527 How does GLFlush() works?
Posted by Promit
on 19 March 2012 - 10:42 PM
#4922925 Java or C++?
Posted by Promit
on 17 March 2012 - 06:05 PM
#4922924 Best format to sell games in?
Posted by Promit
on 17 March 2012 - 06:03 PM
#4922756 What's wrong with OOP?
Posted by Promit
on 16 March 2012 - 11:36 PM
We learn in school and in books that object oriented programming is invariably applied to logical, human based objects. I've heard this referred to as "noun-based" design, and frequently imposes constraints that have everything to do with a human abstraction and nothing to do with the technical problem we're dealing with. The problem is further exacerbated by is-a and has-a relationships, UML diagrams, design patterns (GoF), and all that other crap that passes for "object oriented software engineering". Then you wind up with projects like Java, blindly applying the OO principles in the most pointlessly abstract terms imaginable.
And to top it off, most of this code never turns out to be "reusable". The biggest promise of OOP simply does not deliver. And the tight coupling headache leads us down a whole new rabbit hole of design patterns, IOC, and stuff that lands us so far in abstracted land that we've lost sight of what it was we were trying to do. I understand why the guys who think we should have stuck to C feel that way, though they are misguided.
The object as a unit of control and a point of polymorphism is, in itself, a useful tool. Functions are useful tools. Combining the two gives us an enormous amount of flexibility, and largely defines what an OO language is all about. (Hi Java, you piece of moronically designed trash.) But it is absolutely critical to dispense with the notion that either of these tools must or even should correlate to any kind of normal human concept. And I for one am finding that particular habit to be enormously difficult to get away from.
- Home
- » Viewing Profile: Reputation: Promit

Find content