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swiftcoder

Member Since 03 Jul 2003
Offline Last Active Today, 06:42 AM
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#5169352 What is super().__init()

Posted by swiftcoder on 26 July 2014 - 01:17 PM

super(Player, self) says 'give me an object representing the parent class of self', where 'self' is python convention for the current instance. .__init__(...) is calling the constructor on that object, which will be the constructor defined in the parent class.

 

If that doesn't make sense, you'll need to read up on classes and inheritance.




#5169331 Why Dune (game) will never be made again

Posted by swiftcoder on 26 July 2014 - 10:57 AM

(since I poked at this a little while back, might as well add the information here)

 

There have been 5 published games in the Dune franchise, plus another that never made it to release:

- Dune (Cryo Interactive, published by Virgin Interactive)

- Dune II (Westwood Studios, published by Virgin Interactive)

- Dune 2000 (Westwood Studios, published first by Virgin Interactive, later EA)

- Emperor: Battle for Dune (Westwood Studios, published by EA)

- Frank Herbert's Dune (Cryo Interactive, seemingly self published)

- DUNE Generations (Cryo Interactive, cancelled)

 

Now, Emperor: Battle for Dune and Frank Herbert's Dune were both published in 2001, so at that point both EA and Cryo both possessed some rights to produce video games under the franchise. Cryo went bankrupt shortly after (at least in part due to poor sales of Frank Herbert's Dune), and had to cancel DUNE Generations. Cryo was mostly absorbed by Dreamcatcher Interactive, but a few years later Microïds seems to have acquired the complete rights to Cryo's intellectual properties.

 

However, from digging around the internet, it appears that EA's rights lapsed shortly after publishing Emperor: Battle for Dune, and that Cryo didn't hold the rights either at that time - instead SyFy had acquired bundled TV and video game rights when they produced the Dune miniseries, and SyFy contracted Cryo to build the game. SyFy held some portion of those rights till at least 2003, since they produced another miniseries as a sequel which was released that year.

 

After that, it appears that Paramount optioned the rights to produce a new Dune film in 2007, but they let the option lapse in 2011 after failing to secure the necessary funding.

 

It seems a fair guess that all rights have since reverted to the Herbert Limited Partnership, which typically appears to prefer licensing the rights as a bundle (TV, film, video games, etc), but I couldn't say for sure.




#5168996 How to make unique and interesting planets (4X)?

Posted by swiftcoder on 24 July 2014 - 04:39 PM

- Forerunner Tech

Procedurally generate the remnants of an ancient space empire that spanned your local sector of space. Player may spent some portion of their resources on archaeology, which can (on a small and randomly selected set of planets) give access to ancient artefacts and technologies. 




#5166733 Storing position of member variable

Posted by swiftcoder on 14 July 2014 - 08:10 AM


Since I have both the class and member type, I can actually store the pointer-to-member as a void* alongside the declaration data, and cast it back when I want to use it... at least I hope this works the way I think about it, I'll at least give it a try.

This is not safe.

 

There is no guarantee that a pointer-to-member is the same size as a regular pointer, which will lead to some interesting results if you cast between them.




#5166610 Memory alignment problem (CPU and GPU)

Posted by swiftcoder on 13 July 2014 - 02:15 PM


Since I 'm using 16 bit normals, should I use another type instead of XMFLOAT4A ? (if yes, which one could I use ?)

XMHALF4, would likely be what you need.




#5165861 counting procedures

Posted by swiftcoder on 09 July 2014 - 11:59 AM


is there maybe some tool that could count how many functions my project count

What's wrong with the tool you are currently using (OllyDbg)?

 

From your post, it seems like it is counting these for you already.




#5165026 How to draw visible shadow volumes, but through transparent polygons too

Posted by swiftcoder on 06 July 2014 - 06:28 AM


So more dilemma! I want both to use the blocks with depth test, so I can draw shadows on top of them, but also without so I can draw shadows beneath them. Ah... any tips on this?

Yeah, that isn't going to work. You can't have transparent surfaces both casting and receiving shadows with less than one pass per layer.




#5164937 How to draw visible shadow volumes, but through transparent polygons too

Posted by swiftcoder on 05 July 2014 - 03:49 PM


The problem is: even at alpha zero, they're affecting the depth test for my stencil buffer.

Transparent objects shouldn't render depth. Won't the problem go away if you disable depth writes for the crumbling blocks?




#5164740 FBO Questions

Posted by swiftcoder on 04 July 2014 - 08:21 AM


Why can I sample a texture that I'm currently writing to? Is this legal in OpenGL 4.3, or is the behavior undefined?

It is explicitly not disallowed, because there are useful operations in this area (i.e. updating a particle system stored in a texture).

 

As Ohforf says, reading different pixels than you are writing is asking for trouble.




#5164543 Installer for Linux?

Posted by swiftcoder on 03 July 2014 - 05:40 AM

You also have to keep i mind what the users on a given platform expect from the software installation process.

 

Windows users are used to GUI installers. Mac users are familiar with standardised installers via Apple's installation tool, but they'd mostly prefer that your software is sold through the App Store, or delivered as a simple zip/diskimage (in that order).

 

Linux users are used to package managers and raw source code. It drives me up the wall that Eclipse delivers binaries that require a custom shell script to install - if your software isn't delivered by PPA, or in source code form with a working make install, there is a good chance I won't install it.




#5164471 Installer for Linux?

Posted by swiftcoder on 02 July 2014 - 08:44 PM


I'm preeety sure you can just get away with putting your stuff in /usr/share and /usr/bin.

I would hunt you down and kill you if you did that. The contents of /usr are exclusively the province of my package manager, and if you go mucking around in there, you will break something.

 

Realistically, your two options are to either (a) integrate properly with my package manager, or (b) provide your software as a stand-alone zip/tar archive with no system dependencies.




#5163737 Is there a way to define a front and back texture on a Quad

Posted by swiftcoder on 29 June 2014 - 06:29 PM

Or render 2 different quads at the same location, facing the opposite way to each other (you can even use the same vertices for each, and just wind the indices the opposite way).




#5163619 I've got problems with interviews

Posted by swiftcoder on 29 June 2014 - 07:33 AM

Communication is the most important skill for a programmer on a team to have if they are competent in coding areas.

 

That's a *big* assumption. A lot of the interview process (particularly phone screens) is to weed out applicants whose technical skills do not match up to their resume.

 

 

Testing real algorithm development on computer would be closer to what the candidate would be doing if they join your company, so why not test them that way in addition.

 

I would assume that any engineer worth their salt can code up a basic algorithm given a suitable IDE. The question in my mind is whether they can whiteboard up an algorithm alongside a team of other engineers.

 

Any junior engineer should be able to code up a storm, whereas a core function of a senior engineer is to be someone you go to when you need help, and they can grab a whiteboard and walk you through to an optimal solution.




#5163521 I've got problems with interviews

Posted by swiftcoder on 28 June 2014 - 04:59 PM

Being asked how you would detect a loop in a linked list I have been asked twice in interviews. Using a debugger wasn't the right answer ;)

Those questions filter for a basic background in algorithms. If you took a data structures course in university, you probably know the answer to that right off the bat.

Keep in mind that the entire interview process is calibrated around that fact that you can't get to know a person in one hour. Assuming that, then you are left with having to filter for the things you can test for in an hour: the kind of basic CS skills taught at university, the ability to think on your feet when faced with an unfamiliar problem, and the ability to function under pressure.




#5163502 I've got problems with interviews

Posted by swiftcoder on 28 June 2014 - 03:40 PM

Why do employers insist on this way of assessing programmers?

It differentiates engineers from people who only learned to program.

Don't get me wrong, programming is a fine skill, and you can accomplish great things with nothing more. But the majority of employers are looking for software engineers. They need someone who can function on a team, and much of that is having shared vocabulary, design patterns and concepts.




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