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Josh Petrie

Member Since 11 Jun 2003
Offline Last Active Today, 01:07 PM

#5295645 what is scene state set

Posted by Josh Petrie on 08 June 2016 - 11:02 AM

It's hard to say without more context, but you're probably talking about the collection of rendering API state required to draw a scene. Your rendering API is generally OpenGL or Direct3D, and the "state" refers to all the various things you can configure or twiddle in the rendering of a scene. This includes but is not limited to:


- which shader is active at each stage of the pipeline (vertex, geometry, fragment, et cetera)

- which textures are active

- which buffers are active

- how blending is configured

- which color, depth, stencil, et cetera writes are active, and which related tests are active

- which target or targets to render to


and so on.

#5295408 Overloading new

Posted by Josh Petrie on 06 June 2016 - 08:49 PM

And what I get is " 'allocator' ambiguous symbol " as an error, what am I doing wrong? 



You created a type called "allocator" in the global namespace. However, you appear to have committed the cardinal sin of employing a using declaration ("using namespace std") in a header file (I can tell this because you wrote "typedef vector" instead of "typedef std::vector"). That means your "allocator" conflicts with standard library's "allocator."
Rename your type or (better), remove your using declaration.

#5295352 Using game graphics from old games

Posted by Josh Petrie on 06 June 2016 - 02:36 PM

Do these games come under any legal pressure when they are released?



Assuming they're using that artwork without properly licensing it, they are breaking the law and can face legal consequences.


Do they actually behind the scenes license these graphics from their owners?



Yes, this happens, although I don't know anything about the specific games you referred to.



If not, why don't these games come under any legal pressure despite the fact that they are using all graphics that they do not own.



Because humans are involved, and humans can miss things. Or maybe they simply haven't taken action yet. Or maybe they took action and everything was quietly settled. Or they took action and it was determined to not actually be an IP violation, or a copyright violation covered under fair use. It's impossible to say, anything can happen.
And finally, will my game be able to use these old graphics or will I need to ultimately hire an artist or artists to replace all the sprites in my game?


You cannot use those graphics without permission. You will need to hire an artist, license those graphics, license some other graphics, or make your own.


If I do require a license, is it actually possible for me to acquire a license to use these graphics?  What if I cannot even find the current owner of the graphics I am interested in using?  What if the owning "entity" as a whole no longer exists?



You have to try to track down the appropriate business people. It's possible an IP lawyer can help you here. It's very possible it will be difficult or impossible to even reach the correct people, especially given your position, and in that case you will have to settle for not using the graphics. If the original entity that held the copyright no longer exists, it's almost certain the rights to that IP reverted to an individual or were sold at auction (e.g., when 38 Studios went under) and you'll have to track down that person or entity.
It's not going to be trivial. Using your own graphics, whether made directly by you or by somebody you contracted with, is probably easier.

#5295300 Overloading new

Posted by Josh Petrie on 06 June 2016 - 11:17 AM

Thanks for quick reply, so every time I push an element vector calls new? Is there any way I can get it to allocate memory in one shot in the beginning then or do I have to write one? 



You can use vector's "reserve" member function to tell it to reserve enough capacity for a specified number of items. That will cause it to make only a single allocation (until you try to insert more than that capacity into the vector, and it must expand).
You're still going to have the same problem though. You will need a custom allocator for that vector (or you'll need to not use a vector here)

#5294858 Do I need to know Algorithms and Data Structures?

Posted by Josh Petrie on 03 June 2016 - 02:54 PM

No. Keep reading the book, but keep trying to make Tetris. Just don't look at other people's code. Do it yourself, think through the problems yourself. 


If you get stuck and have specific questions about something you can't figure out how to do, make a new thread here asking about them; explain what you want to do, show what you tried already, and talk about what you're stuck with.

#5294840 Beginner | Survival , DayZ style game

Posted by Josh Petrie on 03 June 2016 - 01:09 PM

You absolutely do not need to spend money on any software at this point in time. The freely-available versions basically everything will offer far more capability than you are ready to utilize so far.


(Edit: Also, I shrunk the text size of your signature to somethign more reasonable; we really don't like signatures that distract from the posts themselves here)

#5294817 Beginner | Survival , DayZ style game

Posted by Josh Petrie on 03 June 2016 - 11:27 AM

I would never recommend C++ as a first language. If you already know it, or already spent more than a few weeks learning it, continue doing so... but if you haven't I don't think it's the best option. The language is very firmly entrenched in the idea that you already know what you're doing; it can be very slow going for a neophyte compared to other alternatives.


Unity would be a good choice, as it uses C#, which I think is a far better language to learn first. Unreal would also work well though; it's Blueprint scripting mechanism is extremely powerful, especially for prototyping new gameplay ideas. However outside of Blueprint your only real extension mechanism is via C++, and in particular I don't think learning C++ through Unreal is a great idea (because Unreal implements a garbage collector and wants to impose certain paradigms on your use of C++... these can both make it easier to pick up on C++ and harder to learn actual C++ as opposed to "C++ in the context of Unreal"). 


Try both out and pick the one you like better. You could also forgo Unity and Unreal and build the whole game yourself, however this will require significantly more up-front investment on your part in learning how to program and in building multiple smaller games beforehand. If your really jazzed about making this game you envision right now, something like Unity or unreal is probably a better bet.

#5294797 Do I need to know Algorithms and Data Structures?

Posted by Josh Petrie on 03 June 2016 - 09:30 AM

You'll need to know about many basic algorithms and data structures, yes. You probably don't need to stop what you're doing, get a book, and read it before you move forward with making more complex games though. You can learn about them concurrently while you continue to develop games. You also don't need a book to do so, you can find very good information online, but a book may help focus you or may be a better way for you to learn.

#5294795 Pros/Cons of coding alternatives to std::algorithm?

Posted by Josh Petrie on 03 June 2016 - 09:23 AM

About the data structures, alot of times I will need data which I can access by some name or id, but where I really only care about the value when looping over it.



The point I'm getting at is that a std::(unordered_)map may not be the best choice for that. You have to look at those two access patterns -- lookup by key, iterate over collection -- and evaluate which needs to be faster. In games it's usually the case that you iterate over an entire collection of things far more often than you look up individual instances by some key. None of the associative containers in the standard library are particularly well-suited to iteration, they don't store their elements contiguously.
So if it is the case that iteration performance is more important, you can instead store the items in a contiguous container like a vector, and use a map only for mapping from key to index into that vector. That's what I'm getting at by suggesting that having to frequently iterate a std::map is often a sign you could make a better data structure choice.

#5294784 Pros/Cons of coding alternatives to std::algorithm?

Posted by Josh Petrie on 03 June 2016 - 08:30 AM

There is nothing wrong with writing your own traversal algorithm if the ones provided by the standard library don't work for you.

Personally I've never been a fan of the "for_each" algorithms, preferring the languages for loop constructs (especially range for) instead. But that's your call.

I would suggest however that if you find yourself looping over "each value" in a map so often that you think you need to write a utility function to do... Perhaps you have chosen the wrong data structure?

#5294722 Building a game like "Game of War"

Posted by Josh Petrie on 02 June 2016 - 04:51 PM

I feel like we've reached the end of the productive discussion we're going to have here.


Good luck with your project.

#5294653 Building a game like "Game of War"

Posted by Josh Petrie on 02 June 2016 - 09:33 AM

I think we've successfully beaten the "you're underestimating this" horse at this point, and I don't think we need to belabor the issue further.


As for the OP, if you are interested in recruiting a team, post in the Classifieds section. Recruiting isn't permitted in the forums, and most people who browse and read the forums aren't doing so to find projects to work on. People interested in finding projects browse the classifieds.

#5294537 Building a game like "Game of War"

Posted by Josh Petrie on 01 June 2016 - 03:31 PM

Unity and Gimp will be all you need for now. What you need to do next is actually start making the game. Beginning that process and starting to make some headway on it will be extremely illustrative for you, and show you what specifically you need to do or learn or find help with next as you progress towards your goal.

#5294502 Building a game like "Game of War"

Posted by Josh Petrie on 01 June 2016 - 11:32 AM

I think with this post you've brought both your threads around to the same or a similar enough question, so I'm going to close this.

#5294235 Would my swords have legal trouble with this companies?

Posted by Josh Petrie on 30 May 2016 - 03:37 PM

Btw, where i copied the Telltale design? LOL they're not owners of the 8-bit sprites, pls.


He said tell-tale, not Telltale.

I mean, i wanted to use a "keyblade" with another colors, and call it "Key Sword" as an example. Its just a key-shape sword MAYBE inspired in the original keyblade. U know what i mean?


The thing is, you can be sued (or C&D'd) for any reason. Using somebody else's intellectual property without their permission, including creating derivative works thereof, is against the law. Does your stuff count as derivative works? Does it infringe on somebody else's intellectual property? It's hard to say where the line is. I'm not a lawyer.
But you know who does say? The courts. Even if you aren't violating anybody's intellectual property rights, for example if your work would be covered under fair use laws, you will need to go to court or to prove that (fair use is a defense). Or at least become engaged in an unpleasant legal back-and-forth. So the less you toe the line between your own creations and "wink wink nudge nudge that's totally not a Covenant sword am I right?" the better. Maybe that "Halo sword" is totally fine. But if MS takes offense to it, whether or not you are ultimately in the right, you're not going to be in for a good time. Probably a good rule of thumb is "if you think you need to ask if this is okay, don't do it." Especially for the IP of particularly litigious companies, like Nintendo.