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Josh Petrie

Member Since 11 Jun 2003
Offline Last Active Yesterday, 01:15 AM

Posts I've Made

In Topic: Disable down vote?

23 November 2015 - 11:18 AM

I think it's worth pointing out that the the Game Development StackExchange site and this site have very different goals. This has been touched on tangentially by a few people; it basically boils down to SE wanting to be very specifically about questions, answers, and nothing else and GDNet wanting to be far less focused, allowing for discussion and more involved back-and-forth about a topic.


But that difference in purpose means it would be a bad idea, I think, to simply port one rating system designed for trying to foster one kind of behavior over to this site which does not have nearly the same restriction in scope.

In Topic: Depth buffer really confuse

23 November 2015 - 10:43 AM

1st - If once the opengl is enabled, where does the first fragment compared to if the depth buffer is still empty?


Although it is configurable, you generally use the depth buffer to discard writes of fragments for which a "closer" fragment has already been written. At the beginning of the frame you usually clear the depth buffer to a known value, in this default case that would be the "farthest" depth possible (1.0).
2nd - Does the depth buffer compares the Fragments z-value to the objects z-value relative to eye space?


The depth buffer itself compares nothing; it just stores values. You can configure what you write into the buffer in your shaders, but generally the depth written is not the eye-space depth, it's a post-projection depth scaled, nonlinearly, into the 0 to 1 range.
3rd -  If I am comparing the fragments value to the current's depth value then this current value is from the previous fragment? or is it the z-value of ojbects relative to eye space?


The depth test will be against the current fragment being considered for rasterization and the content of the depth buffer for that fragment. The depth buffer is written on successful rasterization of a fragment (unless you disable this behavior), so it's always comparing the current fragment depth (again, not usually eye-space depth) with the value of the previous fragment that was successfully written.

In Topic: Survival Mmo

23 November 2015 - 10:26 AM

I was just wandering if it was easier to make a Survival Mmo compared to a simple Mmo. 




Not really. The gameplay theme and mechanics are not the generally the hard part, the hard part is the "massive multiplayer" part. Certain kinds of gameplay may lend themselves to allowing certain solutions to the scale problems being more appropriate, but fundamentally I don't think these move the needle on the total amount of complexity involved. And none of them address the difficulty of actually acquiring enough players to test and prove that scale.

In Topic: [Name deleted] owes me money - Looking for advice

16 November 2015 - 10:48 PM

I'd recommend trying to get in touch with Mona Ibrahim or Tom Buscaglia, both of whom I've met and consider reasonable people. I've never worked with either of them professionally, but I'd expect that if nothing else I think either of them would be able to provide you better direction.

In Topic: How hard it is to live from games as indie developer?

09 November 2015 - 03:18 PM

But my knowolage in game development are very limited I only know very basics in C sharp, I have created few low poly models in blender, I can draw a little bit, I know how to handle photshop (or at least how to find tutorials to get result I need). I'm spending few hours everyday to improve all skills mentioned.




 I'm thinking about developing simple games for mobile phones, so development would only take month, maybe two. 




Those two statements don't belong together. You have a minimum amount of skill in the requisite disciplines, you appear to never have actually made a game before, and you think you can go from that to making profitable games in the mobile market in a month? 


That's not going to happen. You won't be able to make a living this way with your current apparent skillset. I'd focus on expanding that skillset and building actual games before you leave your current job and try to make a living as an indie game developer.