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KingofNoobs

Member Since 19 Sep 2012
Offline Last Active Mar 21 2013 10:54 AM

Topics I've Started

Free Rent + Gigabit Internet + Endless GameDev Time

14 February 2013 - 12:14 PM

Hi,

 

I am a stay-at-home game developer. I am considering purchasing a home in Kansas City, Kansas to take part in Google's new Google Fiber Gigabit Internet community. The real estate is very cheap out there and because geography *shouldn't* be an issue with game dev, I am seriously considering purchasing a house out there and putting up whomever wants to devote their life to game dev and all things geeky/techy.

 

Think of it like a school. At this school you would have the internet and your fellow housemates as instructors/fellow students. It would be ideally suited to very bright, self-started, young and eager game developers who don't want to worry about financial concerns, but want to focus all their time on game-dev.

 

I don't know how big that demographic is so I'm putting this post up as a ping to see if anybody would be interested. I would only ask that you pay for your own food expenses (and perhaps split the electricity, depending on the bill that all the kick ass hardware in the house would generate).

 

As a personal aside, if I decide that this investment is not worthwhile in the long run, I will be moving to San Francisco to be as immersed in the game dev community as possible. The upside of this as I see it is a built in community. I can't imagine another place with as many eager game devs in as geographically limited a space as SF. However, the game devs and other tech people in SF may all be 30's plus, and may all be firmly ensconced in a corporate environment, with no desire to "get more indy."

 

What do you indies out there think? Would building a home for the indie, devoted to the indie, and free for the indie, be something that you would take advantage of? How long would you like to stay there? How would you use it to kickstart your ideas and generally enjoy your life to a fuller extent?

 

If anyone has any thoughts or comments, please leave them here. I am very serious about this opportunity, and if it sounds like something you would also be interested in, please let me know. Feel free to also PM me or contact me at my number one email address:

 

dottley@ottleygroup.com

 

I look forward to hearing from you.

 

Best,

 

Dave Ottley


GDC Pass Types

02 February 2013 - 12:00 AM

What would you guys and gals recommend a first time GDC attendee purchase? An all access pass or just a summits pass? I am interested in the indie and programming side of things and want to use the event for networking purposes as well.

 

Thanks for your input!


Ouya Compiler

29 December 2012 - 10:18 PM

Hello,

 

How do I get my hands on an Ouya Compiler? Will it use Java like Android or can we code for it in C++?

 

-Dave Ottley


Dealing with 2D coords as ints

13 December 2012 - 07:15 AM

Hello,

I have written a very rudimentary D3D11 renderer and am now working with SFML (OpenGL). I am only interested in 2D games at the moment so I was just rendering quads to the screen in D3D and would like to do the same thing with GL in SFML.

However, I have one big problem. In order to work directly with the hardware I have to be in floating point coordinates, which is not only inconvenient for me, but is causing some bleed in my program. For example, I have a texture atlas with a single black pixel, surrounded by some blue pixel blocks representing buttons. I want to use that single black pixel and scale it up 1920x1080 times and use it as a black background. But when i do so I get some bleeding and there is a gradation of blue on my screen. I have a feeling this is due to floating point inaccuracy.

I need my games to be pixel accurate and I was wondering how I could do this in GL/D3D without having to resort to floating point numbers. At the same time, I don't only want to be able to run my game in 1920x1080 but at any resolution that the user wants in windowed mode. I am a bit lost as to how I would represent this with ints, as I don't want my character to move farther on the screen in windowed mode than in full screen, because if I say move 30 pixels left, 30 pixels is a lot in a 200x200 window but not much in a 1920x1080 fullscreen mode.

Does anyone know how to do this or am I stuck using the basic graphics package in SFML. I spent significant time learning D3D and basic 3D graphics principles and to be honest I don't want to sink anymore time there right now. I am not interested in 3D at all and am a bit peeved that I have to learn all this 3D stuff just to get a 2D game running very efficiently on the 3D hardware. Does anyone have an idea?

Thanks.

-Dave Ottley

static_cast<>()

13 December 2012 - 04:16 AM

Hello,

In the following code I modified the isLittleEndian() version to eliminate the bitmask. I understand that the function of the bitmask is to zero out any bits on the unsigned (int) that are not used. But the strange thing is that if I leave out this bitmask, the output will insert 3 bytes of 0xffffff for every unsigned (int) printed to the stringstream.

This leads to my question. If static_cast<>()ing to a larger type does C++ or GCC fill the extra bits in with all 1s? I don't know why this would be the case but it seems to be.

template <class T>
std::string type_to_hex( const T arg )
{
	std::ostringstream hexstr ;
	const char* addr = reinterpret_cast<const char*>(&arg) ;
	hexstr << "0x" ;
	hexstr << std::setw(2) << std::setprecision(2) << std::setfill('0') << std::hex ;
	if( isLittleEndian() )
	{
		for( int b = sizeof(arg) - 1; b >= 0; b-- )
		{
			hexstr << static_cast<unsigned>(*(addr+b)) ;
			std::cout << hexstr.str() << std::endl;
		}
	}
	else
	{
		for( int b = 0; b < sizeof(arg); b++ )
		{
			hexstr << static_cast<unsigned>(*(addr+b) & 0xff) ;
		}
	}
	return hexstr.str() ;
}

int main()
{
	 std::cout << type_to_hex((float)16/9) << std::endl;
}

Output:
0x3f
0x3fffffffe3
0x3fffffffe3ffffff8e
0x3fffffffe3ffffff8e39
0x3fffffffe3ffffff8e39

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