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Member Since 13 Oct 2004
Offline Last Active Today, 03:29 PM

#5298499 Dear people who actually work at videogame industry:

Posted by cozzie on 29 June 2016 - 03:18 AM

My share; although I'm not in the industry professionaly (yet), trying too though

- specialize in one area, don't try to be average good in all areas (gameplay, tech, AI etc), studio's mostly want specialists
- create work that jumps of the page
- have a long breath and try to network with people as much as possible

#5298276 how to apply light to big ground

Posted by cozzie on 27 June 2016 - 01:30 PM

You might want to consider splitting the ground mesh in smaller chunks / objects, that way you can apply this approach:

#5297917 Converting a desktop game into mobile game- Illegal?

Posted by cozzie on 24 June 2016 - 03:17 PM

I think it also depends on what you want to do afterwards, if it's just practice and not selling, there's no issue at all

#5297708 I need some help...

Posted by cozzie on 23 June 2016 - 09:58 AM

My share;
I believe it helps to set some kind of goal, then learning programming will become the "how" instead of the "what". Depending on what you pick, the choice which language might also be a lot less difficult.

#5296391 When you were starting out...

Posted by cozzie on 13 June 2016 - 04:04 PM

For me it works too always do all exercises in books, bringing the stuff you've read to practice. Takes more time then just reading, but it helps me remembering and getting more experienced.

#5295864 what was the first video game?

Posted by cozzie on 09 June 2016 - 03:43 PM

Non commercial was tennis for 2, for sure.

#5295341 How can i create a Cockpit as first person view

Posted by cozzie on 06 June 2016 - 01:42 PM

When it comes to rendering, the cockpit is basically the same as your favorite FPS gun. Use your view matrix to orientate and position the cockpit. You can find lots of articles/ information on rendering a FPS weapon (in relation to the camera).

Unless.. You want to be able to move your head freely within the cockpit, without moving the vehicle. In that case the player has a static position related to the cockpit/ vehicle and when moving, the vehicle moves in the world/ scene, automatically updating the vehicle's relation to the world, thus the player in the vehicle along with it.

Not sure if that makes sense if you read it, let me know :)

#5295338 use ID or Pointers

Posted by cozzie on 06 June 2016 - 01:35 PM

I personally don't use one or the other, all times.
In some cases an ID doesn't fit my needs and/or the need to be able to do something with an object, without having the pointer. This might also be a design thing/flaw, but basically I think ID's are good, make sure you manage them well yourself, to prevent non existing ID's and nasty bugs because of this.

#5295337 Vertex Data Structures

Posted by cozzie on 06 June 2016 - 01:32 PM

What's the exact reason why you don't want the vertex structures?
An advantage is that it's directly clear what they do/ contain and you can access the elements easily.

#5294711 nearest light

Posted by cozzie on 02 June 2016 - 04:06 PM

Not sure if I understand the question, but you could do a (squared)length/ distance check from the light's center to the object, minus the light's radius. Then store and sort them in the wanted order.

#5293668 Do you usually prefix your classes with the letter 'C' or something e...

Posted by cozzie on 26 May 2016 - 02:42 PM

I personally believe it's a combination of personal favor and/or agreements/standards within the team or company you work with.

Personality using C prefix for classes and mXxx for member vars help me in distincting them from each other. I also use pXxxx prefix for all function parameters, which I understand can be interpreted wrong (p could be pointer). I only do this because it helps me in efficiency, and I'm not bound to team or organization standards/rules.

#5293231 I doubt I understand RAII just yet

Posted by cozzie on 24 May 2016 - 11:11 AM

I agree, thanks.

#5293173 I doubt I understand RAII just yet

Posted by cozzie on 24 May 2016 - 03:20 AM


#5292997 I doubt I understand RAII just yet

Posted by cozzie on 23 May 2016 - 01:24 AM

Like always, I wouldn't implement it for the idea. If you have good resource management and no issues, it's good to know it's possible but not necessary to implement.

#5292996 how frustum cull big stuff like terrain

Posted by cozzie on 23 May 2016 - 01:21 AM

Cut it up in smaller chunks is also an option.