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Josh Petrie

Member Since 11 Jun 2003
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Posts I've Made

In Topic: how to handle Immensely large multiplayer worlds?

21 October 2016 - 03:15 PM

I think the issue you're having is communicating why you think multiplayer makes a significant difference here. It shouldn't. We're talking (basically) about a system where you chunk up the world and give each chunk its own local coordinate system. Everything in those chunks, including players, is tracked by a reference to its chunk ID and a local position within that chunk. It works just as well with one bullet in a chunk as it does a hundred bullets in a chunk, and it similarly works as well with one player as with a hundred players.


Where specifically do you see this falling apart with more than one player? Is it in this scenario below?


now without changing precision how would you keep one block away from the other without losing it's positional data (float would become in comprehensible after a limit)




What do you mean by "keep one block away from the other without losing its positional data?" They're separate chunks of the world with separate sets of objects (including potentially players) and don't need to interact until a chunk detects that an object is leaving its boundaries. At that point it figured out what chunk the object is going into and hands the object's current state over to that chunk. (As one possible example of how to handle the problem.)

In Topic: Help me out with these new video games

20 October 2016 - 09:53 AM

You can probably ask your general questions here. If you have _specific_ questions you could also check out Arqade. Be warned: Arqade is a StackExchange site, which is not a forum. They have very specific rules about the kinds of questions you can ask, so make sure you read their Help Center and getting-started type pages if you are unfamiliar with the place. It might be an interesting thing for you to simply peruse, if nothing else.

In Topic: Team makeup

17 October 2016 - 12:55 PM

That doesn't seem too bad. I generally think that ten people is about the upper-limit of one's ability to effective directly manage a group, so to that end having one person serve as the "art director" and primarily oversee and coordinate the artists in various ways seems reasonable. Having one person focused on business and legal issues is also not entirely uncommon.


I would expect at least one more producer/management role to both interface with the art manager and to manage the "other" development roles remaining (programmers, etc). So three management positions seems totally fine. Four, where the extra is another production role, seems like it might create a bit of overlap but it isn't egregious. Especially if these production roles are also contributing in other ways.

In Topic: Team makeup

17 October 2016 - 11:27 AM

I don't really think percentages are very informative here. What are the actual numbers? What constitutes "management" here? I can totally see a valid scenario where the role of the "management" types is to wrangle and serve as a production role for the high volume of artists, to make sure nobody is duplicating work and everybody is producing art that is actually relevant what will ship in the game.

In Topic: UML diagrams for video games

14 October 2016 - 09:58 AM

Microsoft is a huge company with many different teams. Some might use UML to varying degrees. None of the (game development) teams I worked with while I was at Microsoft ever did anything with it.


Similarly, I have been in this industry for over a decade and never seen anybody use formal UML for anything. Sometimes you see some rough, UML-like box-and-arrow sketches on a whiteboard, but they are crude and transient.


As for your actual original question: you'd build the UML diagrams for the engine the same way you'd build them for any other piece of software. A game engine is just software, at the end of the day, and there's not really a whole lot special about it. If you are unfamiliar with the process for turning an abstract design into a UML diagram in the form appropriate for your class, you may want to review your course notes.