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Josh Petrie

Member Since 11 Jun 2003
Offline Last Active Private

#5302501 Memory Allocating Error ( I'm Massed Up )

Posted by on 25 July 2016 - 10:24 AM

You'll probably get more/better help if you explain in more detail what your problem is and provide some of the relevant code inline instead of in a .zip file. Lots of people will just ignore your thread if you're expecting them to download, unzip, build, run and debug you entire project for you.

#5301840 What Makes A Game Look Realistic?

Posted by on 21 July 2016 - 05:11 PM

A realistic lightning model helps a ton. Possibly more than texture size and polygon count.

In the real world light bounces and propagates in ways we are still only faking in games. No amount of extra triangles on a Coke machine model or extra texture detail in a wall will add that indirect bounce of red from the Coke machine onto the wall around it.

There's a lot of subtle things in the way light works in the real world that we can't all really notice, but our brains can still tell when it's not quite right in a simulation.

Effort directed towards better approximations of lightning, both via offline and real-time processes, can help quite a bit.

#5301458 Compilers

Posted by on 19 July 2016 - 10:58 PM

This discussion about SSDs is a bit too much of a tangent. Please take it elsewhere if you'd like to continue.

I may quietly remove future posts that drift too far afield from the OPs query about compilers. Please remember that this is the beginners forum.

#5301449 Is It Really That Nonsensically Impossible To Have A Successful First Game Pr...

Posted by on 19 July 2016 - 08:48 PM

There's a few parts to that adage, "your first game will fail," to unpack. What is meant by "first game?" What is meant by "fail?"


I don't really think it is meant to be taken so literally. Certainly many first games (as in first attempt at a commercial business venue based on the sale of a game) will fail (as in not make enough money to turn a profit). Others won't. Others may become runaway success stories. This is generally true of all business ventures. 



I think that often when somebody makes that assertion they are instead trying to tell you (or whomever) to simply temper their expectations for success and make sure you look at things realistically and with a level head. It's important to be able to do so.


As for your scenario... certainly a dream team like that that does all that preparation and research beforehand will be better equipped for success than one who doesn't. But no part of your examples included making games before (it would invalidate the scenario, I guess) and sometimes there is no substitute for experience. Reading about a pitfall and learning about that pitfall from experience are two very different scenarios and give two very different sets of expectations. Pragmatically making successful, profitable games on a reasonable timescale often involves tradeoffs that are hard to do that kind of up-front research about because lots of that up-front research consists of academic thought-experiments in vacuums.


So yes, it's possible. But it's important to be realistic.

#5301224 Copying An Existing Idea

Posted by on 18 July 2016 - 10:15 AM

Also assume that the law stuff would allow you to copy it, share it, use it etc. Now assume you take this, port it to another plattform, aybe tweak it a bit and then release it as a commercial product.


The first sentence here basically invalidates the asking of the question in the second. Generally it's the law that restricts what kind of copying you can do with a game, and you're asking us to assume away all encumbrances that would arise from those laws. So in that case, sure, it's totally fine because you're living in a magical fantasy land where IP law doesn't exist.


If you want a more realistic answer you should probably clarify what exactly you are assuming about what rights you're granted, what exactly you mean by "porting," and so on.

#5300987 Copyright

Posted by on 16 July 2016 - 11:30 AM

I don't represent them, so I can't say. 


Chances are that it doesn't matter to them and they'll still want you to enter into a license agreement, which will involve payment and restrictions on what you can and cannot do with the story and depiction. 

#5300980 Copyright

Posted by on 16 July 2016 - 08:56 AM

Yes, that changes things. It demonstrates you were aware of what you were doing, so it makes things worse for you. It provides zero legal protection and only underscores the crime.

#5300776 Copyright

Posted by on 14 July 2016 - 01:54 PM

No, not years. There's a difference between wasting years and years consuming "all" media to make sure you don't infringe on anything and doing a little bit of due diligence in the area you're going to be working, running trademark searches, and so on. And certainly a big difference between any of that and willfully going in to a project knowing some aspect of it may be infringing.


The whole thing has a lot of subjectivity to it. Don't intentional use somebody else's stuff, create your own things, and you'll probably be okay.

#5300767 Copyright

Posted by on 14 July 2016 - 12:45 PM

So they will warn me before taking me to court.


I mean in theory they could directly sue you, but they probably wouldn't as it is unlikely to benefit them.


That is Ok because I can remove my project peacefully.



Consider what this means, though. It means the project is dead, gone, and over. It's not an issue of "removing the project" from somewhere and putting it back up somewhere else and getting another free pass in terms of another C&D. C&D means cease and desist. If enough of your project is tangled up in infringing IP that you can't just remove the infringing parts, you have just wasted all that time and effort on that project. I'm not sure you're really thinking about how damaging and demoralizing that can be

#5300760 Copyright

Posted by on 14 July 2016 - 12:04 PM

I just want to know if I may came to Idea that  accidentally crosses someones else work and I didnt know that I accidentlly break the law because I didn't even know about that work.


You are still liable for infringement of the intellectual property. Ignorance isn't protection from the law. 


Chances are you'll get a cease-and-desist or some other form of contact from the IP holder of a property you have infringed upon (accidentally or otherwise) before they actually take you to court. At that point you can address the violation (removing the offending aspects of your project or cancelling your project), try to negotiate a deal, or ignore them and continue the violation. But you've been made aware of your violation so continuing to do so puts you right back in the same position as if you knew about it beforehand. In fact it may make it worse.

#5300729 Newbie Question About Std:vector

Posted by on 14 July 2016 - 09:05 AM

Because vector is a dynamic array, adding items (calling push_back) can force the vector to reallocate its internal storage. When it does this it needs to copy the elements to the new storage. This will involve, ultimately, destroying the original elements, so that is why you'd see destructors invoked.

You don't appear to implement a copy or move constructor or copy/move assignment operator, and your class contains pointers. This means it can't be copied or moved correctly, and is the likely source of your trouble.

Implement those operations; look up the "rule of three" for more. Also you may want to check out vector's "reserve" function.

#5300590 Copyright

Posted by on 13 July 2016 - 01:26 PM

So I have came to my own idea how everything started, and I want to make a movie from that idea.



But you want to use parts of the intellectual property of the Warhammer series, either directly or via derivative works. This is not legal.


I just want to be sure if everything is legal before I start making anything.



It's not.

#5300425 Roadmap to go from beginner to professional in Unreal Engine 4

Posted by on 12 July 2016 - 01:05 PM

All of this looks more or less okay except that you seem to leave actually making games until step six. That's not really a good plan, you might think you're "learning" stuff before then by watching tutorials and tinkering on mostly-existing sample games, but there is no substitute for real practice doing real work. You're also expecting to "learn" a lot of stuff that might be totally unrelated to the first game you make. You don't need to know everything beforehand, in fact you don't need to know much at all.


Think of a (simple) game you want to make. A pong or breakout clone, for example. A simple maze shooter. Build that in Unreal. Learn the things you want to add to that game, but don't waste time learning all the ins and outs of the landscape and foliage system if you're just going to use prefabricated boxes to make a maze and not actually have any landscape.


Unreal makes it really, really easy to get started experimenting with real games. Use that.

#5300424 Roadmap to go from beginner to professional in Unreal Engine 4

Posted by on 12 July 2016 - 01:01 PM

Moving to FB.

#5300257 you all say oculus rift but why not google glass?

Posted by on 11 July 2016 - 03:53 PM

Because it can't have "the same functionality."


The Rift is a VR device. Glass was a relatively limited (compared to current offerings) AR device. And it's dead.