Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!

1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Member Since 19 Aug 2002
Offline Last Active Yesterday, 10:49 PM

#5214094 Saw a job listing for a gaming company, but not exactly game development.

Posted by Nypyren on Yesterday, 09:22 PM

If the web site is more than just a barebones "About Us / Contact Info" site like most game studios have, then it might be worth it. If it's a huge site which hosts web games and has infrastructure for game-related activities, then definitely. If it doesn't really have anything to do with the games themselves, then I wouldn't really count it as game development experience.

Either way, if the job involves working on-site, you may be able to switch roles to a game team eventually - if you can prove to them that you have the skills they want.

#5213377 Real time multi-key input handling in console?

Posted by Nypyren on 27 February 2015 - 02:26 PM

I am trying to make a game in the console. (MS-DOS, right?) Here's an example from a really early build of the game. I'm trying to work under certain limitations.
So there's just some stuff I'm confused about and I'm not sure how to remedy. Like if I want to make it so you can "walk" unless you hold a button allowing you to "run". I could live without that feature, but if there's a way to do it I'd like to try and implement it. As long as I can make it compatible with most modern Windows OSs then I should be fine. I just want it done.

Just use GetAsyncKeyState then.

#5213217 Real time multi-key input handling in console?

Posted by Nypyren on 26 February 2015 - 04:55 PM

As far as I know you'll need to use something platform-specific. I don't know of any functions in stdio/conio that let you detect key state.

In Win32, here's one approach that works:
#include <stdio.h>
#include <tchar.h>
#include <Windows.h>

int _tmain(int argc, _TCHAR* argv[])
    while (true)
        bool shift = (GetAsyncKeyState(VK_SHIFT) & 0x8000) == 0x8000;
        bool enter = (GetAsyncKeyState(VK_RETURN) & 0x8000) == 0x8000;

        printf("%u %u\r", shift, enter);

    return 0;

#5213018 New Coder Struggles - What To Do Next?

Posted by Nypyren on 25 February 2015 - 10:11 PM

Should I make a basic class for maps and use inheritance to customize it?

Avoid inheritance until you *know* you need it.

What does a map need? That depends on the game you want to make.

2D games can have maps with tiles aligned to a grid (Mario Bros, Terraria, etc). They can have polygon-based maps (Gish, Reassembly, etc). They can have images where every pixel can be solid or not (Scorched Earth, Worms, etc). They can be simple layered images (every point-and-click adventure game ever). And anything else you can imagine is fair game as well.

3D games can have heightmap-based maps (most games with 'ground'), 3d meshes (most 3D games with caves, buildings, etc), or they can even be grid-aligned cubes like Minecraft.

What does YOUR game need? If you don't have a specific need yet, then my advice is to play around with the different approaches to get a feel for them, even if you don't end up using them. You'll gain experience this way.

#5212937 Why do games not have items 'one sale' in their stores

Posted by Nypyren on 25 February 2015 - 12:15 PM

Because it's just another thing to implement which doesn't noticeably improve the player's enjoyment.

#5212831 Best tutorials for beginner to expert Unity Java?

Posted by Nypyren on 24 February 2015 - 08:28 PM

If you *actually* really do mean Java + Unity, you can write Android plugins in Java, but that's it:


#5211725 Two questions about writing a mobile game

Posted by Nypyren on 19 February 2015 - 12:35 PM

Q1: All of the mobile devices I've used (iOS, Android, WP8, Metro) let you use sockets, HTTP requests, etc. Standard networking stuff. You can serialize and deserialize your data however you need to. When dealing with multi-platform serialization, pay attention to things like endianness if you're using a binary format.

Q2: I'm not sure if you're talking about making art assets or writing rendering code.

#5211592 Battle Programmer?

Posted by Nypyren on 18 February 2015 - 07:07 PM

http://en.wikipedia.org/wiki/Battle_Programmer_Shirase ?

#5211515 Reliable UDP messages

Posted by Nypyren on 18 February 2015 - 01:25 PM

Reliable transmission of data works by resending the data until the recipient informs the sender that it has arrived, regardless of whether it's TCP or UDP. There are different strategies controlling when resending occurs.

1) "Syncing" is implementation dependent, so it's not clear what you're concerned about.

2) You can do whatever the library is set up to do. Unreliable messages typically are not ordered, but may be marked with a timestamp of some kind to prevent processing an older update if two updates for the same object are received out-of-order. Reliable messages are usually ordered automatically by TCP or by the application layer, but don't always need to be.

#5209894 What version of opengl should i learn?

Posted by Nypyren on 10 February 2015 - 05:32 PM

I've heard that with opengl 3 you have to write your own shaders. What about that, is it that difficult? Are there any alternatives to doing that?

Writing your own shaders can be as easy as you want it to be. A really basic shader takes almost no effort at all once you learn the basics.

EDIT: Text editor should eat a bag of dicks for messing the quote blocks AND adding whitespace out of nowhere.

I just had the same problem. WTF @ text editor!?

#5209855 3D open source model

Posted by Nypyren on 10 February 2015 - 01:57 PM

We need game model because our main segment will be gamers, and the idea is to let them print their favorite characters, weapons etc

Excellent - THAT is the kind of info we need to provide better advice.

In my mind, the process will have to be something like this:

- You find developers that want to participate and negotiate a contact.
- Their artists do all the work to create printable 3D models for you. You tell them what kind of rules to follow when making their high-quality models. If you don't know what kind of restrictions you need yet, you need to figure that out beforehand.
- You provide the printing service and marketplace for players to purchase the final printed product.
- You pay a cut of the profits to the developers.

#5209718 3D open source model

Posted by Nypyren on 09 February 2015 - 07:35 PM

Nypyren, we can't use 3D models directly from open source games, there is no programs to change format into which we need, but if we could get primary models, before it was modified for the game, it might work, so that's why i'm asking and trying to find.

3D models don't "know" that they're going to be used in a game. There is no checkbox "this is a game model". Models are exported from Max, Maya, Blender, etc into the format loaded by the game.

For example, on the list of free models in my first link, there's a model of a Dragunov rifle. You *could* use that model in a game, or you render out a nice desktop wallpaper of it, or you could make a cinematic movie with it, or you could even 3D print it! The model doesn't care what you do with it!

From the game development perspective, there are only two types of models.

My FIRST link provides locations to download pre-exported models.
My SECOND link provides locations to get game engines which come with exported models and POSSIBLY come with pre-exported models as well.

If you can't find what you need in EITHER of my links, then you need to properly describe EXACTLY what you want which neither link covers.

#5209224 XML Serialization

Posted by Nypyren on 06 February 2015 - 11:43 PM

This thing is pretty cool: https://msdn.microsoft.com/en-us/library/system.xml.serialization.xmlserializer(v=vs.110).aspx

I'm not sure if I'd actually use it at runtime in a game, though. It works great for toolchain work.

#5209210 MASM Assembly Help!

Posted by Nypyren on 06 February 2015 - 08:31 PM

Another thing, I've been kind of thinking of the int 21h call as a 'do it' operation. Is this the right way to think about the "int 21h" call? I tried googling int 21h to find a clear explination of that operation, but had no luck :/ If so, how does the "int 21h" call know which lines I want it to "do"?

INT is sort of like a CALL instruction that does some extra stuff. Kind of like how CALL is just a JMP that does extra stuff.

Somewhere in memory, there is an "interrupt vector table" (IVT for short) which is just an array of function pointers. The INT instruction looks up an entry in that table (using the numeric operand you gave to INT as the index) and then uses the address in the array to call a function.

Back when I used DOS in real mode, the IVT was at memory address zero.

"But who creates the IVT", you ask? The BIOS does, at system startup. You can read more about the gory details here:


After INT has found the address and called the function, the function itself works just like what Buckeye posted.

#5209183 MASM Assembly Help!

Posted by Nypyren on 06 February 2015 - 06:40 PM

The instruction name is "mov", not "move".


Also, I have a few questions about the code I have. Is the DX registery only used for loading output messages into?

lea DX, welcome_greet      ; loads the welcome_greet into the DX registery
mov AH, 9h                 ; DOS command to print a string
int 21h

When you use "int 21h", think of it like you're calling a function with parameters. AH is the parameter that chooses which operation to perform. DX is the argument that the AH=9 print operation uses for the string pointer to print.

But DX isn't *only* used for this. It can be used for anything else you want, too, whenever you're not about to make an int 21h call. It's a "general purpose register".