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Josh Petrie

Member Since 11 Jun 2003
Offline Last Active Private

#5228616 System/Component Design: How do you do it?

Posted by Josh Petrie on 12 May 2015 - 12:17 PM

What do you mean by "component?" Do you just mean "component" in the sense of "some part of your code," or do you mean "component" in the sense of "component-based entities systems" that everybody loves to agonize over these days?

#5228378 USA official buildings and symbols in a game? (law issues?)

Posted by Josh Petrie on 11 May 2015 - 10:15 AM

Well, if you like to play games with your livelihood, that's your business.


But since you asked: my tolerance for what I perceive to be pointless risk is zero. I wouldn't use either without talking to lawyer.

#5228373 Sound Effect using SlimDX.Directsound

Posted by Josh Petrie on 11 May 2015 - 09:37 AM

And you've tried what, precisely? Without demonstrating some indication of what your code currently looks like, what the desired result is, and what you get instead, there's very little we can do to help you.

#5228371 USA official buildings and symbols in a game? (law issues?)

Posted by Josh Petrie on 11 May 2015 - 09:34 AM

I wont have much money to spent on lawyers



Whenever you say this, you need to follow it up in your head with "so I don't have much money to spend on legal issues... like getting sued... either." 


If you can't afford a lawyer (how do you know this? have you actually gone to one and asked for a quote? they'll do that, you know -- talk with you beforehand to give you some idea of the time and thus money it will take to go over your issue), then you certainly can't afford to do anything that would risk legal action being taken against you.


Thus, don't make any attempt to toe any legal lines. Use the rule of thumb that "if you have to ask if it's okay, don't do it."

#5228005 Back Face Culling idea

Posted by Josh Petrie on 08 May 2015 - 02:06 PM


Any issues with this? It would save lots of multiplications and additions





It wouldn't though. To get the view vector in model space you have to invert the appropriate matrix, which is (potentially) non-trivial. Plus, you're already going to be doing the transforms to bring the triangles forward into view space anyway, so you're potentially actually doing *more* transforms in the worser cases.


Finally, the current approach works at the granularity of the primitive (triangle); to do what you're suggesting most-efficiently you'd want to do it at the level of the "object" (collection of primitives that could share an inverted transform from earlier) which is additional state for the pipeline to manage that it currently doesn't manage.



The multiplications involved are unlikely to be the bottleneck for most applications these days anyhow.

#5227786 DirectX 11 Frank Luna

Posted by Josh Petrie on 07 May 2015 - 09:37 AM

This is probably due to the encoding of your shader file. Make sure they're ASCII; you don't want a byte-order mark at the start, the compiler won't handle it well.

#5227521 help~~how to recreate direct3d device in dx11 like dx9

Posted by Josh Petrie on 06 May 2015 - 09:29 AM

Have you read the documentation?


Device removal in D3D11 is more serious (and should be less common) than loss of the device in D3D9. You basically need to recreate everything, including re-initializing the device itself.


That said, if you get this error frequently that suggests a more serious problem. You should only get that message under normal circumstances when the device is physically removed (or if the drivers updated). You can try calling GetDeviceRemovedReasonto find out what's up. Bad drivers or a bad card may be involved.

#5227154 Average games length databse?

Posted by Josh Petrie on 04 May 2015 - 09:56 AM

Why do you want to know this? The length of a game's average playtime says nothing about the quality of that play time, which is ultimately the more important thing. It's a bit like measuring code quality via line counting.



im designign one game and i want to check how long it can be based on assets im planning



There's no real correlation between the assets that go into a game and how long the resulting game will be. It depends entirely on what you do with those assets. If you want to have an idea of the average play time of your game, prototype enough to get an idea of the time it will take somebody to run through some of the scenarios or representative structures of the game, and extrapolate. Basing your metrics on some other games metrics is unlikely to be useful unless you are almost straight-up ripping off that game.

#5226525 networking solutions for making MMO

Posted by Josh Petrie on 30 April 2015 - 09:43 AM

No, he was just spamming his project.

#5226328 How to learn advanced CryEngine type graphics technologies

Posted by Josh Petrie on 29 April 2015 - 01:39 PM

The reason you don't find good books on this subject is that nobody wants to write them. They are time-consuming to author and have fairly poor shelf life and return on investment.


Further, such books are mainly suited to "cookbook" style approaches where they can present solutions that are not terribly deep. Implementing the complex graphical effects you see in modern games is a large undertaking involving a lot of work on art and code that applies specifically to the pipeline of the toolchain you're working with. There's no secret library of shaders you can copy-and-paste to suddenly get things that look like they came from Unreal engine. Books tend to have to focus on things that are simple: shaders, a few notes on how geometry should be authored and feed through the pipeline, and little else. Those amazing graphics you see in games are more than that, they are the product of clever engineers adapting their existing systems to the task at hand, and talented artists understanding the limitations and implementation their art pipeline.


You won't find that in a book.


Plus, the purely algorithmic aspect of graphics is already well-served by the academic sector, which publishes hundreds of papers on new techniques and ways to achieve certain kinds of effects or simulations every year. If that's what you're after, get yourself access to one of the various academic paper repositories or read the SIGGRAPH and related conference papers, and so on.



Above all: practice. You'll never get the kind of graphics you're looking for by applying what you've read about unthinking. Experiment with your tools, try things. Practice is most important.

#5226325 Feedback on a game idea

Posted by Josh Petrie on 29 April 2015 - 01:29 PM

What you've described isn't a game. What you've described is a handful of generic (and/or pie-in-the-sky) features with no particular rhyme or reason behind them. The one that stands out the most as being silly is having "hundreds of endings" to the game, determined by a myriad of minor questions through the course of the gameplay.


Not only is does this imply an insane amount of work to develop, it's the kind of thing that offers extremely limited payoff.


Why do I, as a player, care that there are hundreds of endings? A handful of endings, maybe. But who is going to care enough to play through the game hundreds of times to see all the endings? Who is going to care about the difference between the two endings that result when you make one choice differently between playthroughs? Can you even make that choice a meaningful one?

#5226269 Now what?

Posted by Josh Petrie on 29 April 2015 - 09:31 AM

Have you tried to make a simple game with the knowledge you have now? How did that work out for you? Did you run into any trouble?

#5226264 Mixing WSASend (Client) with recv (Server)

Posted by Josh Petrie on 29 April 2015 - 09:23 AM

So my client is sending a packet with WSASend() but obv. my server is not able to receive it since it uses recv().



That's not the source of your problem. You don't have to use the same sockets API on both ends of the connection. The whole internet would stop working if that were the case.


It's more likely that you've configured one or both sides of the connection incorrectly, such that you're not actually sending where you are listening, or something. Or that an error you aren't checking for has occurred on one side or the other of the connection.

#5225957 Choosing a university course?

Posted by Josh Petrie on 27 April 2015 - 05:16 PM

If you want a be a programmer in the games industry, a computer science degree will work. In some cases it may be considered better than any sort of specialized "game development" program.

#5225934 Learning programming well

Posted by Josh Petrie on 27 April 2015 - 03:34 PM

But then, after reading and coding with a book, how should I know what to do next? Should I just go in the internet and try to find exercises for my level?



No. Before you even finish the book, start making little programs and games to test the concepts you're learning about in the book. They'll probably only be simple text-based things to start. That's fine. It's the practice that's important, not the product.



Once you get to the end of the book or finish it, try making a simple game.