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Josh Petrie

Member Since 11 Jun 2003
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#5303716 Use Of Static Variables

Posted by on 02 August 2016 - 03:11 PM

Yes. You don't want to swing all the way in the opposite direction and blindly never use static.




#5303653 Use Of Static Variables

Posted by on 02 August 2016 - 08:45 AM

Generally the more global a value is, the harder it is to reason about that value in isolation. A static is more-global than a non-static member variable as its value is shared by all instances of the containing type. This can complicate scenarios that involve testing of the containing type, multithreading, and to some extent maintaining type invariants. Any use or interaction with that more-global value may be impacted by other uses and interaction elsewhere in the code that you aren't aware of. Similarly, the more global a value is the harder it can be to adapt to designs that require a different value for a particular reason.

 

For example, you have a shared "elapsed time" value. This prevents you from pausing or dilating the updating rate for a subset of objects while leaving others simulating normally; this is sometimes useful for implementing certain kinds of special effects, or allowing certain subsets of game objects (maybe those that participate in an active menu) to update while the rest (maybe those participating in the actual game) are temporarily frozen.

 

Finally, dependencies that are explicit are usually better than those that are implicit. An update method that takes an elapsed time as a parameter is self-documenting as depending on the elapsed time, and also does not unnecessarily pessimize itself with respect to the value of the elapsed time it depends on. A constructor that takes a reference to an asset collection is explicit about the fact that it depends on some asset set, and does not unnecessarily pessimize itself with respect to which asset set it requires.




#5303002 Copyright

Posted by on 28 July 2016 - 04:07 PM

I am not sure, FBI, CIA are public subjects, I think something too different from Microsoft. There is no single representative to demand damage from a usage of those in manner of copyright or authorship.

 

 

Just because the FBI is a government organization does not mean they or their intellectual property are public domain. The use of the seals and names of the FBI and CIA are very tightly controlled by US federal law (see the CIA Act of 1949 for one such example). The FBI actively polices unauthorized commercial use of its name.




#5302968 How Would I Go About Creating My Dream Game?

Posted by on 28 July 2016 - 12:43 PM

I plan to announce details here after I copyright it in a few days

 

Copyright is automatic in the US (and many other places), but applies to the fixed-form of the work. You can't copyright the "ideas," which is what, presumably, you're thinking of sharing? Or were you really intending to paste the entire story you've written onto this forum? You may want to read the forum TOS before you do that.

 

 

 

I have no skills or talent. I just downloaded Unity and plan to learn programming

 

 

 

I have always imagined it as a scifi video game series, on the quality of say Uncharted or The Last Of Us.

 

These two statements are quite at odds. You have two main courses of action here:

 

Either you drastically reduce the scope of your "dream game" to something remotely manageable within your skill budget or

You put the idea of implementing that game on hold for quite some time before you actually start on it, and spend a few years building other, smaller games to hone your skills.

 

 

 

How can I make my dream game a reality?

 

Personally I'd suggest option two: put your magnum opus on the back burner and learn to use Unity to make simpler projects more in line with your current skills (almost none), building up those skills until you have the capability to at least contribute meaningfully to some aspect (artistic, programming, whatever) of your game that isn't "the idea." At that point you can begin work on it and will be able to bring on people to help fill your own skill gaps.




#5302960 Xml Parser, C++

Posted by on 28 July 2016 - 11:30 AM

I've used TinyXMLand RapidXMLin the past. They get the job done.




#5302800 Stackoverflow And Money

Posted by on 27 July 2016 - 02:11 PM

"Accurate" how? It certainly seems like they offer reasonably competitive pay.


#5302756 Why Does Xcode Give My Application A Command Line Argument?

Posted by on 27 July 2016 - 09:08 AM

That's how C++ works. Per the standard, if argc is non-zero argv[0] will be a pointer to the string that "represents the name used to invoke the program." The specifics of what that name looks like are not called out by the standard, but the presence of such a name is standard C++.

 

Xcode in particular launches your program via its absolute path.




#5302554 Unity Or Ue4 To Use As A Show Reel For My Portfolio

Posted by on 25 July 2016 - 05:41 PM

If you are more interested in art or design, then what you're talking about as a portfolio is really more of a venue to show off the art or design you can contribute to the game. That is a much stronger case for simply doing it in Unity or Unreal. But I'd pick the one you are more familiar with, as that will likely lead to better results.


#5302538 Unity Or Ue4 To Use As A Show Reel For My Portfolio

Posted by on 25 July 2016 - 03:59 PM

Having several cameras following a character i created walking around the game environment to show hopefully to game dev companies I'm worth employing,

 

What you're describing is basically slightly tweaking the stock functionality and content demos for Unreal and Unity. It won't do a very good job of demonstrating that you're "worth hiring" I'm afraid. At least not as a programmer, which is an assumption I'm making based on the "computer science" part of your degree.

 

Your portfolio should consist of work you've done yourself, because you were interested and excited about doing it. That work will reflect your interests far better and you'll be able to talk about it in interviews with far more zeal. Your portfolio should also include work you did while in school, because it demonstrates the techniques you were expected to master, shows some variety, and shows you can finish what you start. 

 

By contrast, work that you generate just to "show off in a portfolio" almost always ends up looking sloppy and phoned in, partially because you just don't have the same level of time and polish put into it.




#5302520 Consoles: How To Get Game Statistics

Posted by on 25 July 2016 - 01:00 PM

No.

There isn't a standard API for this, each game may provide support for querying gameplay statistics differently (or not at all).


#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.






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