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markypooch

Member Since 26 Mar 2013
Offline Last Active Yesterday, 07:12 PM

Posts I've Made

In Topic: My College Dilemma

28 August 2016 - 08:45 PM

My feedback is mostly generic in the context of career hunting in the scope of Computer Science. I've never worked a job outside of this umbrella of an industry so I can't rightly speak to much of anything else.

 

Personally (I may catch some heat about this) I believe there is a huge discrepancy from "going to college",  and "Going to College to earn a degree" as opposed to "Going to College to earn a degree, and get a job in my Major".

 

Do what you think is right. A degree is a good thing, but viewing college as a meal ticket to any career is a dangerous mentality, and it is healthy to be weary of joining the college bubble! College imho should be treated as a place to make connections, and to undergo self enlightenment in some skill or trade. Which indirectly may land you a job, but nothing is for certain.

 

A brief digression in the context of choosing your major, the last thing you want to do is type-cast your credentials in a market segment that some employers, honest to god, don't even believe constitutes a separate career path.

 

I can't speak to much about Game Programming as a profession, but I can't imagine it being that much different than Software Development in general. Obviously you have to know your stuff when it comes to whatever technology, APIs, and languages the development house is using (Or demonstrate an ability to pick them up quickly). Which leads to my point.

 

I think a degree is good for showing you can stick things through; It can be beneficial as well if you feel you learn best in a more structured environment, and also for passing any bots the HR department may be using to filter out any resume that doesn't have a key word of "Bachelors" in it. But, conversely I believe a decent portfolio showing your prowess in the technologies the development house is using, and critical thinking skills, and a natural ability to speak well and give thought out articulated responses during an interview (Naturally, being able to pass the technical portion helps as well :wink: ) speaks larger volumes than a degree.

 

To play devils advocate to my earlier assertion of the evil HR bots; you will always have certain postings stating, "5 Years Experience, Bachelors Degree Required". But, having been a interviewer before, I find semantics to be a harsh lady indeed, as most should say "5 Years Experience, Bachelors Degree Preferred" as the exception to the rule always seems to occur more often than most people think.

 

Marcus


In Topic: Custom Gui Questions

03 August 2016 - 08:13 AM

I'll take a shot at a couple of your questions,

 

1. Whatever API you feel most comfortable with is the best API to use for GUI creation. Creating a GUI in Win32 can be a bit tiresome due to the age of the API, but everything you posted is well within the scope of the API. I may be mistaken, but most of the GUI libraries on the Windows platform build, and extend on the base functionality provided by Win32.

 

4. There are a few ways of doing it. You could dedicate a quad per letter, or you could try your hand at vectorized text.

 

5. How I normally do it is to render it last as you said. But then use a special pass through vertex shader that omits any special world space transformations, and keeps my HUD elements in NDC space. If your talking about GUI elements on monitors, and displays In Game. You may want to look into render to texture. 

 

Marcus Hansen


In Topic: Prevent Reassignment Of Handle

02 August 2016 - 07:54 PM

Well one thought comes to mind. In C/C++ you can define an objects assignment operator to be private. In angel script the syntax I pulled from their docs looks something like this:

obj@ opAssign(const obj &in other)
  {
    // Do the proper assignment
    ...
    // Return a handle to self, so that multiple assignments can be chained
    return this;
  }

So you could try something like this: (Treat this as psuedocode as I am not sure if the syntax is correct)

class myObj
  {
    private myObj opAssign(const obj &in other) { return this; } 
  }

I'm guessing for the most part here as to the functionality of the code I have just given you. Since I've never written a line of AngelScript ever before :P

I'm viewing this from a C++ perspective, but according to the docs, and what it seems your asking for is well within the scope of the language.

 

In case my explanation is not par, take a gander from where I sourced it.

 

http://www.angelcode.com/angelscript/sdk/docs/manual/doc_script_class_ops.html

http://www.angelcode.com/angelscript/sdk/docs/manual/doc_script_class_private.html

 

Marcus Hansen


In Topic: Platform On A Pedastle Rotation

18 July 2016 - 08:58 AM

I'm using D3D11 for the Rendering API, and more relevant the DirectXMath header. Which i'm almost certain provides the helper functions for building, and manipulating quaternions for the sake of rotations.

 

 

presumably you are building a transform matrix from it all?

 

Yep, I have a simple setup so far. WorldMatrix is passed directly to the shader (simplifies for me at least a lot of calculations that require a worldspace transformation without having to undo a cpu side concatenation) and the view, and projection matrix I concatenate together, and send in separately.

 

I knew of quaternions, however, only in the realm of skeletal animation as using very little space, and being very efficient. The only reason I've never used them is due to me finding other means of mesh animation (vertex interpolation), and just not ever tackling them. But, i'll change that. Once I get the euler angle version working, i'll tackle the quanternion version.

 

Marcus Hansen


In Topic: Platform On A Pedastle Rotation

18 July 2016 - 07:17 AM

Your right on the Money! I did some follow up notebook paper math, and if my memory/skill serves me, this will work perfectly.

The axis would be a vector from my players up vector, and his current direction (As gauged by his position in the world, relative/subtracted by the center of the "platform").

 

length would scale my maximum allowable angle, and be divided by the radius.

 

 

Is it only euler angles you have access too?

 

It's what i'm using due to familiarity. (I had to google what you meant tbh, to realize you were referring to what I refer to as (perhaps incorrectly) 3d Cartesian rotation) What would be the other option quaternions?

 

Not trying to sound like a layman. It's been awhile since I have done anything outside of subnet math. Heck, my vector algebra may be slipping again :P

 

Marcus Hansen


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