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Nypyren

Member Since 19 Aug 2002
Offline Last Active Yesterday, 09:24 PM

#5234175 Strange twitching with an orbit camera

Posted by Nypyren on 10 June 2015 - 07:00 PM

All of the code prior to the last three statements is operating on the old camera matrix.

Then he changes the camera position, but doesn't fix the right or up vectors. They still have values that are only correct from the old position.

Then he makes a matrix using: LookAt(new camera position, same camera target, OLD up vector);


I believe you're right that you can pass some constant up such as (0,1,0) to the LookAt function and that the function fixes everything internally. I remember doing that, but was never sure if I was actually supposed to or not.


#5234172 Strange twitching with an orbit camera

Posted by Nypyren on 10 June 2015 - 06:16 PM

It seems to me that you should be recalculating your 'up' vector after you do the rotation before you make your LookAt matrix. I think you're making a matrix that takes the previous camera position's "up" vector and applying it after you've moved your camera's position.

This also explains the symptoms you're seeing.


#5234008 Why didn't somebody tell me?

Posted by Nypyren on 10 June 2015 - 01:38 AM

(wonder what they call the real gas for cooking ?)
(wonder what they call the real underwear pants ?)
(American football is NOT football! Find another name for it)


Gas (short for gasoline) for cars, gas (short for natural gas) for stoves. Ambiguity resolved by context. "I need to get some gas" 99% of the time means for a car. "Gas bill" 99% of the time means for your residence, but "price of gas" nearly always means for your car. If we want to be more accurate we call the stuff for residences "natural gas".

Underpants we just call "underwear". (Even though underwear technically includes undershirts, we usually reserve the word for underpants.)

There's American football and Association football (and some other kinds as well). We say 'soccer' for Association football because it's less popular than American football here.


#5233604 Back-end server communication, Http or Manual TCP?

Posted by Nypyren on 08 June 2015 - 01:49 PM

If your game servers validate all incoming traffic, then you are probably safe to use whatever you want between the game servers and the master server.

If your game servers don't validate incoming traffic, or if your master server is somehow reachable from the outside world without going through the game servers first, then the master server needs to perform validation.


Your choice of protocols can be based on different criteria: If you've got a binary data structure in a TCP stream, deserializing that into a C data structure would be extremely fast compared to parsing HTTP messages with JSON in their payload. HTTP+JSON is easier to arbitrarily extend. Or there's also protobuf. Your choice should be based on what properties of the various protocols you value the most.


The Game server <-> Master server interface can also be updated more easily, since you do not need to patch clients. You can start off with a convenient and easy interface such as HTTP+JSON and then if you ever run into performance issues, you can address them at that time.


#5233008 Thinking with Windows

Posted by Nypyren on 05 June 2015 - 01:39 PM

Everyone starts with a heavily tested, optimized, and feature rich GUI suite...


What GUI suite are you talking about?

Is this GUI suite available on all platforms (Windows, OSX, various flavors of Linux, PS4, PS3, XBOne, 360, Vita, PSP, Android, iOS, Windows Phone, Windows Store)?

Does the GUI suite support 3D user interfaces that would look good on 3D HMDs such as the Oculus Rift?

Does it allow one to clip 3D objects inside 2D scrolling containers?

Does it have controller, touch, mouse, and keyboard input support?

Can the UI be rendered with OpenGL or Direct3D?

Does it support hit detection for 3D objects that are clicked/tapped on?

Does it include MVVM-style data bindings?

Does it have support for animated UI elements?

Can it be controlled by an automation testing framework?

 

Why do game authors do this?


Because their needs are more complex than you can imagine.


#5232511 Article Idea: Gamer Ethics and The 8 Deadly Sins of Gamification

Posted by Nypyren on 02 June 2015 - 07:56 PM

I want to be a video game designer so bad, but every time I've tried something has beat me back down further than where I started.


It's not that you're losing progress; It's that as you learn, you realize that the path of understanding continues over the horizon, to places you couldn't see when you just started.

After 20+ years of programming I've learned that it will always be this way. The road of understanding has no end.

You must have the confidence, faith, and motivation to keep following a path that never ends.


#5232478 Article Idea: Gamer Ethics and The 8 Deadly Sins of Gamification

Posted by Nypyren on 02 June 2015 - 04:29 PM

On the subject of Water: ...


You should not use the word 'free' if you don't MEAN free. You should use "trivially low cost".
 

...you mistake me for someone who hasn't dealt with this in a professional setting...


I work at a game development company that uses psychological exploitation in all of its products. Not once, ever, in all my career here has anyone used the term 'gamification' to describe what we do. I personally hate the ethics of it all, but not when my survival depends on it.
 

I'm actually Academically trained to deal with those as well. I don't mind debating opinions, just keep the personal integrity attacks out of it.


So far, I have been very careful to ONLY attack your statements (more precisely, the communication problems present in your statements), but I MAY decide to begin attacking your integrity soon.

My primary concern in this thread is to get you to see that you're extremely bad at clearly and concisely communicating your ideas to others in written form. You know how to structure sentences and have a large vocabulary, but your analysis, reasoning and debating skills need work. If you have college-level education in English, you should have learned how to structure paragraphs in a more concise manner.


#5232449 Article Idea: Gamer Ethics and The 8 Deadly Sins of Gamification

Posted by Nypyren on 02 June 2015 - 02:05 PM

Stop using the term "Gamification". You're not using it correctly. Redefining terms is the easiest way to cause misunderstandings. The phrase you want is "psychological exploitation" (more commonly called "manipulation", but "exploitation" gets the idea across with the connotations that you want).

So, psychological exploitation. Some games are well-known for this. It's a grey moral area due to occasionally observed addiction-like symptoms. It hasn't been outlawed (yet), so if you view it as a problem that must be addressed, you must decide on an alternate approach: choosing not to participate, lobbying against the perceived problem, etc. These are fine options - just make sure you're communicating clearly.


 

Another example, the advertisement above, is advertising bottled water, clean water, something that should be guaranteed to humans for free but still is sold instead due to marketing like this, and global elitism.


In nature, the vast majority of water is NOT safely drinkable. It's either ocean water which is full of salt and waste products from sea life, river water which has picked up microbes and animal waste, spring water which may contain metals, etc. It must be purified. The act of purification costs effort.

But who should provide this effort for free? Are you saying that you should have free drinking water at the cost of someone else's uncompensated effort? Surely not.

This is a fundamental flaw in entitlement arguments: A misinformed or shallow analysis of a complex system.


#5232273 Article Idea: Gamer Ethics and The 8 Deadly Sins of Gamification

Posted by Nypyren on 01 June 2015 - 07:01 PM

This is what I think when I hear "Gamification": http://en.wikipedia.org/wiki/Gamification
 

Gamification is the use of game thinking and game mechanics in non-game contexts to engage users in solving problems and increase users' contributions.


(emphasis added)

Applying this meaning back to game design itself seems circular...


#5232239 Article Idea: Gamer Ethics and The 8 Deadly Sins of Gamification

Posted by Nypyren on 01 June 2015 - 03:47 PM

Your idea is difficult to read without paragraph breaks.


#5230503 Game Programming from 0 or using already made game engine?

Posted by Nypyren on 22 May 2015 - 05:10 PM

First off, your English is excellent.

Deciding between an existing engine and writing your own depends on your needs:

If you are most interested in learning how to write a game without using an engine, you should do that.

If you want to focus your efforts towards finishing the game as quickly as possible, an engine is probably the better choice.

If you don't want to spend money on an engine, but have plenty of free time, then maybe writing your own engine is the better choice.

If you have an idea for a game that none of the popular engines are suited for, then you'll have to write your own.


There are hybrid approaches as well:

Some teams have used Flash to prototype games, and then write the game again from scratch once they know the game is worth the additional effort.

You can use Unity to see what it supports, get a feeling for how to put together a game, decide what parts of Unity you like and what you don't, and then make another game from scratch using what you learned without using Unity.


There isn't a "best" solution - game development has too many different choices that each person (or team) can make -- more than what could be fulfilled by one engine or system.


#5230323 Free to wait games, how can the wait or pay mechanic be used.

Posted by Nypyren on 21 May 2015 - 06:22 PM

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#5230310 Oauth 2.0 and Unity

Posted by Nypyren on 21 May 2015 - 03:58 PM

There may be an OAuth flow to login by entering your credentials in your own app and then use nothing but REST requests to the authentication server. That would be ideal. I've never seen such a flow yet though...

I would be surprised if EVERYONE where I work didn't know about such a flow, because it would simplify our apps tremendously.


#5230292 Oauth 2.0 and Unity

Posted by Nypyren on 21 May 2015 - 01:25 PM

Oops, sorry, I was thinking of standalone windows forms apps and Metro apps when I said that, not Windows desktop apps that use Unity. To take complete control over the web browser widget, you have to be a Windows app that has access to one of the programmatically controllable web widgets. Unity doesn't include one of those as far as I know.


With a Unity app, I've never done "real" OAuth authentication on a PC. The hack we use when running our game in the Unity editor is to start an HttpListener locally, use Application.OpenURL to launch a browser window with the OAuth login URL, and have the redirect_uri go to localhost on whatever port you're listening on. The HttpListener then catches the response. This would probably not be an acceptable solution to ship in your game, though.


#5230277 Oauth 2.0 and Unity

Posted by Nypyren on 21 May 2015 - 11:23 AM

Hmm, well it didn't work on the droid build either so gonna look into it. Saw a page about the WWW class in unity which apparently opens the page IN the unity app as opposed to the Application.openurl I guess? Gotta fiddle more I guess


WWW lets you make web requests. For example, you can use it to access a web service or download an AssetBundle containing DLC for your game. It doesn't have a web browser user interface.




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