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Carradine

Member Since 24 Aug 2001
Offline Last Active Mar 21 2016 09:04 PM

Posts I've Made

In Topic: Citing Parts of Wikipedia Text in a Video Game.

30 November 2015 - 12:26 PM

On the other hand, if you for example hover the mouse over a sandstone wall in your game, and a tooltip pops up saying "This wall is made of sandstone. Most sandstone is composed of quartz and/or feldspar because these are the most common minerals in the Earth's crust." then it could be argued that this is not a citation, but the substantial part of that text has been copied verbatim from Wikipedia. Which would make it a derived work (or a plagiate if you don't attribute either).

 

 

I have absolutely no problem putting the citations into the game for the excerpts of the text that I use if that was the issue.  

 

But I suppose I will play it safe, and just do my own research as you suggested if even posting citations after the text still may cause an issue.  It is a little extra work but I can do that.  I greatly appreciate all your responses, there was a bit more to doing this than I originally thought!

 

Just one more question just to be safe:

 

In the worst case scenario that for some reason I got called out for violating some copyright in my game by posting text from another website.  Could I just immediately remove the text in question to avoid any other legal issues?  Or is there a "It's too late, I caught you" clause?


In Topic: Citing Parts of Wikipedia Text in a Video Game.

30 November 2015 - 10:53 AM

Hmm, a very interesting point.  Yea I was planning to have educational descriptions in my game just as interesting "flavor text" so players could actually "learn" something if they wanted to.  I may have to do my own independent research to the point where I am not citing any specific texts for this to work.  My plan was just to throw some quick information in about objects in the game for a quick read.  I guess this may prove to be a much more delicate matter than I originally believed.  My reason for this was so I could focus on game development instead of doing exhaustive research for a non-critical portion of my game.

 

I may have to abandon this whole idea for now.


In Topic: Citing Parts of Wikipedia Text in a Video Game.

29 November 2015 - 09:09 PM

Ah thanks, I knew of that page but I was unsure of how much information was legally needed, but then I was the "cite this page" link on the side of the article.  And that was the answer I was looking for, sorry, I guess I wasn't looking hard enough :)


In Topic: Questions converting out of outdated .X mesh files

14 June 2015 - 08:50 AM

A background loading thread can be a good idea, it has worked well for me in the past with DX9.

 

 

Were you able to thread functions that use the D3D Device as well?  Like threading a LoadMeshFromX() function that uses the D3D Device parameter?  I attempted to thread my mesh loading but it seems it is a bit more complex getting the D3D Device into a thread.  It locks up my game when it gets used.  Apparently I may need to be using "Critical Sections" but my knowledge on such things are limited.   


In Topic: Questions converting out of outdated .X mesh files

13 June 2015 - 01:47 PM

Thanks, I have actually been attempting that approach.  Synchronizing with a D3D Device seems to be a bit more tricky than I was expecting however, but at some point I plan to implement this further.

 

For now I found two simple ways to fix my loading lag issues.  One was the fact that I was using a lot of text-based .X files and reading those files.  I now compress them into compressed binary files, which actually has been lowering the file size to more than 1/10 its size!  This has had a huge impact, as well as using InMemory() load functions to top it off.

 

I also "Sectioned" out my loading code so not all the processing of loading a mesh is done in one frame, instead it is spread out into many frames (loading 1 texture per frame etc. )

 

Some simple implementations of course.  But that with threading, or splitting up the loading of the file will be something I look forward to finally implementing.   


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