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Member Since 04 Oct 2012
Offline Last Active Dec 26 2014 04:41 PM

Posts I've Made

In Topic: Whats the point in hobby game programming?

19 September 2014 - 03:41 PM

Lately, I've been getting the feeling that all the hobby work I do is pretty much for nothing. Why spend the countless hours learning the material, making a kick ass portfolio, and improving the skills when there is no potential career or income in this field? Hell, I don't even have the relevant degree, that alone automatically kills majority of my chances of turning this into career. Why do you continue programming games when there is no future or payoff? I feel like ive been living a double life, due to my failure in college CS which led me to this path. I never should've put this effort when there is nothing to gain other than "fun". I don't know, maybe im getting depressed and need to take a break.


When I hear 'hobby' I usually associate it with 'fun', and fun is a good reason to do something in itself. Personally, I like making games and simulations because they are the most fun way for me to learn new things. 


For me, hobby programming lets me unwind from work. I love helping to make big games during the day, and when I come home I love using my own creative projects to take my mind off of work - otherwise my mind seems to stay at work 24/7, stressing me out and making me less productive overall.


Also - what makes you think there is no potential income in the field? There is. Your lack of a degree doesn't have to be a roadblock. If you're only working on hobby projects as a way to get a job in games while at the same time feeling that this is an impossible goal for you of course it's going to seem pointless. 

In Topic: Best coding music?

19 September 2014 - 03:36 PM

Mirror's Edge soundtrack! Also Clearside's first album.

In Topic: how to manage project for multi platforms on engine based or graoundup project

17 September 2014 - 09:57 AM

While being vigilant and making sure all platforms are functional at once from the very beginning sounds great, this is often an unrealistic goal. Often for deadlines/deliverables/shows you will end up picking a target platform to present on. That platform will then end up being more developed than others. 
Imo it is good to get into the habit of making sure all platforms are at least buildable at all times, to avoid nasty surprises down the line when you find out that "Holy crap, the PS4/whatever code/data has been broken for months and now there's this giant mess of compile errors to detangle!". That, I think, is doable. But in terms of functionality and maintaining playability and stability of the game - unless you have QA resources (or personal time) to both test and fix each platform on a daily basis and build features at the same time you're likely to end up leaving some platforms by the wayside and coming back to them later.
One potential option to consider to mitigate this is automated testing. However, that's a whole other can of worms and requires plenty of initial work and ongoing maintenance in itself.

In Topic: Arrays & SQL

17 September 2014 - 09:24 AM

There are ways around it, but after looking into it for a while I kept running into the conclusion that MySQL is just not designed to store arrays. So while you can find some workarounds (like temporary memory tables and JSON), I decided to just stay away from trying to store arrays (although I have no maps to pass and in my case avoiding arrays ended up in being forced to rethink and improve my db design). Have you considered using something like MongoDB for your game, which actually supports the array data type? You can see their BSON Type documentation for more info.

In Topic: Optimization philosophy and what to do when performance doesn't cut it?

16 September 2014 - 02:21 PM

Personally, I tend to prototype a feature first until it's functional and then spend a bit of time to clean up the code and optimize it straight after (hopefully without breaking it -.-). Then once a week or so I spend a day reviewing all the things I did that week and refactoring. There's no set schedule for this, I just do it when the mess starts bugging me (which is at pretty regular intervals). I don't go overboard with optimization though - just enough to keep things from getting too ridiculous.