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Member Since 19 Dec 2012
Offline Last Active Yesterday, 08:27 PM

Posts I've Made

In Topic: Collision Meshes / Aabb Generation

16 July 2016 - 01:05 AM

You're really not providing enough information here for us to be helpful.  But, why not just start by figuring out why your generated AABB are not working?  You probably just have some error in your generation code, or error in the math that checks for collisions.

In Topic: Copyright

12 July 2016 - 05:40 AM

You might want to talk to a copyright lawyer.

In Topic: Implement baked AO-maps

12 July 2016 - 12:25 AM

I'm also not clear on why those bricks have AO or how it was calculated.  As dpadam450 said above, there shouldnt be that much height difference there.

In Topic: Recent Graduate Looking For Advice

11 July 2016 - 04:21 AM

I dont understand, you say you're looking for a game programming job, but your webpage says you're a designer and the "portfolio" page has stuff that is not programming related.  Are you trying to be a designer or a programmer?  If that page just a general page for yourself or do you want it to be about your programming/developer aspirations?


I can tell you that if I saw a link to this page and I'm looking to hire a programmer, I'd look in the portfolio section and then immediately leave.  There's just nothing of interest there for a possible employer. 


One other thing, if you're going to have a section about games you've worked on or are currently working on, try to have interesting things for each one like screenshots, videos, concept drawings, etc.  

In Topic: Posibility of getting to game industry?

11 July 2016 - 04:05 AM


If someone comes in with solid C++ abilities and not too much else, it's assumed they'll pick up other things as needed. Whether that's justified or not, that is an intrinsic widespread attitude in the industry. It's never assumed that a junior hire will just pick up C++, so the company basically plans to have to train you for a while before you're capable. And if I'm choosing between the candidate I have to train or the candidate who is ready to go out of the gate, well... it can be overcome, but it's easier just to have that knowledge up front.


This comment is ONLY applicable to the game industry. There are many types of software development that don't have this expectation.



I'd disagree to some extent. If you have a strong expertise in a particular field that a games studio requires, i.e. maths/physics and you have coding experience but not C++ then I think said studio will assume you can pick up C++ on the job. I know a lot of seniors I've worked with in the past started out like this.



If you're hiring someone to work on the engine, or even gameplay if that's all c++, I just dont see that happening.  I've certainly never worked someplace where we would even consider hiring someone to work on c++ code who didnt already know c++.  I mean, getting someone to be fairly c++ proficient takes time, and why hire someone who has to sit there learning c++ for a long time before they can do anything?  And if by "pick up C++ on the job" means you want that person to be productive as they learn, then that also means having one of your senior engineers taking time to teach and mentor them, and they STILL wont be productive for a while... and certainly not deep in the engine where things will be complex and easy to mess up by someone who's just learning c++.