Jump to content

  • Log In with Google      Sign In   
  • Create Account

frob

Member Since 12 Mar 2005
Offline Last Active Today, 03:03 PM

#5302976 Separate 32 Bit And 64 Bit Versions

Posted by frob on Today, 01:18 PM

This is a simulation game where the entire world is simulated at all times. So it is not possible to get rid of content.

 

I would be surprised at any game that could generate that much world simulation data.  I can easily imagine models and textures crossing that, as we routinely do.  Models and textures are among the easiest things to swap out. 

 

But you say your simulation is huge.  The size of our largest world segments with several hundred thousand objects is double-digit megabytes, most stay in single-digit megabytes. 

 

If your simulator objects are a significant volume on a PC game I'm certain you just discovered an area where a little cleanup could go a long way.  Keeping the game world small and streamlined doesn't just save memory, but also reduces processing time and improves cache effects.




#5302928 Copyright

Posted by frob on Today, 08:33 AM

So I may use names that are same as someone's real name.

 

You may not use a specific "someone", but you may use an arbitrary "someone".

 

When the Jack Ryan character was created there were likely people in the world with that name, but it wasn't anyone in particular.

 

When the Jason Bourne character was created, when the Homer Simpson character was created, when the James Kirk character was created, there were likely people in the world with those names but it wasn't anyone in particular.

 

BUT.... If you name your character Jack Ryan, or Jason Bourne, or Homer Simpson, those names now ARE someone in particular, so you're likely to get in trouble with them if you use them.

If you open up a book of names, or an (archaic) phone book and use that to pick a first name and last name that sound good together, that's fine.  But if you pick an existing famous name you are asking for a lawsuit.

 

But what about company names and different other names like using name microsoft or etc.
 

 

No. Company names are trademarks and their names are owned by the companies.  You need permission from the company or you are asking for a lawsuit.

 

or using an agency names like CIA or FBI or even NASA for my movie becouse there will be some CIA agents

Get approval before using their names, logos, buildings, or any other distinctive elements, or be prepared for a lawsuit. 

 

do I need permission from them to use that names (can I use agencyes like FBI without FBI's permission)?

 

YES.

 

If you did not imagine it into existence you need permission to use it.  

 

The concept really shouldn't be that difficult to grasp.  You need permission to use EVERYTHING that  you did not create yourself.  

 

For movies that includes permissions for the furniture, wall hangings, even the distinctive clothing.  If you pay attention to TV and movie characters an extremely high number of them wear generic clothing with no logos, no distinctive stitching patterns on pants pockets, no logos on shirts, and typically plain color clothing. They generally need permission for the buildings they incorporate, creators of any distinctive landscapes. They've got standing licenses to record and publish the pictures of vehicles.  EVERYTHING NEEDS PERMISSION.

 

In games this means making items that are unique to the game. Games either license real-world vehicles or make their own designs for general boxes-on-wheels. Games either license real-world weapons or make their own designs for handheld tube-shaped bullet-throwers. Games either license real-world uniforms and armor or make their own designs for character costumes.  

License it or make up something new and distinctive.  This is true for all things.  

It shouldn't be a difficult concept to grasp, and is normally taught starting with toddlers and earliest childhood:  If it is not yours you need permission to use it.




#5302924 Separate 32 Bit And 64 Bit Versions

Posted by frob on Today, 08:15 AM

You can do either, as I imagine most of your customer base is using 64-bit OS.  

But if you plan on keeping the 32-bit version around as an option you will need to fix your underlying issue of using more than your address space.  

 

PC games frequently rely heavily on virtual memory and it lets programmers get lazy when it comes to resource management.  You need to keep your memory under control so it fits in available space. Exactly how you end up doing that is up to you, probably using methods to stream content in and out as needed, flushing old or unused data.




#5302846 Stackoverflow And Money

Posted by frob on Yesterday, 09:27 PM

 

It's right in your public user profile. I literally just clicked on your username.

No... moderators see fields that users have set as private. Try logging out and clicking that link again.

 

 

Oops.  Sorry.  I thought that was a public field.  Either way, removed as soon as it was requested, and sorry again.




#5302803 Recent Graduate Looking For Advice

Posted by frob on Yesterday, 02:19 PM

I guess an objective statement can work there, but is just saying "Seeking junior game programming role" enough?. Shouldn't it also address the position I am applying for though as well?

 

That is the role.  

 

You are not going to get an entry level job as a designer.  Game designer is a senior role, it is a person who is figuring out the core of a multi-million dollar project. You don't give multi-million dollar projects to entry level workers.

 

Based on your internships and education you need to decide if you are working as an entry level programmer or an entry level modeler, possibly an entry level animator.  The role of "junior programmer/modeler" doesn't exist.  Sometimes in a small studio one of the art folks will put together some scripted things, sometimes a programmer will put together an art thing, but fundamentally the role is either programmer OR modeler OR animator.

 

Definitely noted on the qualifications part, I am just worried that when applying to positions I won't have an area to customize for that position specific. I am just worried about it feeling to generic. I am not really looking to do technical art or art tools though so I am not sure what else to put there for the objective statement.

 

You can (and should) customize it for the position.  If they're looking for a stronger background on a certain thing you can  and should showcase your background in that area.

 

Employers aren't looking for much at the entry level.  If have some employment history that shows you regularly show up to work, and a degree that shows you've been introduced to the topics, and maybe some items on your resume that show you have interest, that is about all they expect.  Experience comes with many years of on-the-job training.




#5302795 Game-Hobby

Posted by frob on Yesterday, 02:02 PM

only 10km range(first we just thinking just stay in 100m)

 

10 square kilometers is huge.

 

Most of the bigger level maps I've worked with are on the scale of 1-4 square kilometers.

 

Yes, worlds need to be broken down. Unless your worlds are quite sparse or are automatically generated and populated, that is probably too large of an area.

 

 

 

so main question which grapchic engine could provide us to these request? Thank you.

 

Any of them.

 

All the major engines allow loading and unloading of world regions.  It needs some programmer support and each one does it somewhat differently, but they all support it.

 

 

 

Also for objects object like house as a main object and child object is TV what should do in smart way if i want take out TV from house through game.

 

Object ownership models are based on the engine you use.  You might attach the TV object to the player's avatar using a carry system, or you might have an inventory on the player where an interaction puts the object into the inventory, or you might do something else entirely.  How that works is up to you. 




#5302761 Unity Or Ue4 To Use As A Show Reel For My Portfolio

Posted by frob on Yesterday, 10:10 AM

I kinda thought I'd be more elated that i passed my degree but maybe I'm just being cynical and that's why i want to make sure i get the role I truly are passionate about straight away.... 

 

Passions change over life.

 

For reading material, I strongly suggest the book "What Color Is Your Parachute?" which has been updated every year for many decades.  Pick up any recent edition, you can find them in a library or used book store if you'd rather not buy them.

 

Somewhere in the book (it varies by edition) is an exercise called the "Flower Diagram".  It is meant to be an introspective exercise where you evaluate your most passionate skills, your most passionate work environments, your most passionate people-groups, and other areas of life where you have passion. Doing the exercise well typically reveals that a person has unexpected areas of passion, sometimes broader than expected, sometimes pointing in a different area than expected. 

 

I personally like to do the flower diagram about every five years, and compare it to what I had in the past. I discover my passions drift. While some have remained constant, such as my love of software, love of creative fields, others have drifted between different groups, different responsibilities, different geographies.

 

Consider working through it and learning more about your own passions.




#5302758 Why Does Xcode Give My Application A Command Line Argument?

Posted by frob on Yesterday, 09:16 AM

my question is why does it have that command line argument? And what is it used for?

 
It comes from standards that have been around since the 1970s.  Over history, many programs have used this for various reasons.
 
One reason is to change behavior based on the name of the program.  Note that decades ago storage space was extremely expensive. Many utilities were written with shared behavior, and instead of having unique programs with unique executables, a single executable with multiple symbolic links were used.  If the program were started with one name it would behave one way. If the program were started with another name it would be have another way.
 
Another reason is that it can provide additional information like the path to the program. These days there are environment variables that can also be provided to programs, or to use the concept of a program's working directory, but these did not exist originally. By passing the path to the program developers could use that to know where to look for related files, such as other executable programs.
 

What would happen if the argument would be empty? :P Nothing at all? The application wouldn't launch?



There can be zero or more arguments to programs. In C-based languages they are passed as arguments to main, traditionally called argc (argument count) and argv (argument variables).
 
Copying from one version of the standard:
 
— If the value of argc is greater than zero, the string pointed to by argv[0] represents the program name; argv[0][0] shall be the null character if the program name is not available from the host environment. If the value of argc is greater than one, the strings pointed to by argv[1] through argv[argc-1] represent the program parameters.
 
So yes, the count can be zero and argv[0] is undefined.  Otherwise the system is supposed to do all it can to provide the program name (whatever that means to the system) in argument argv[0].


#5302663 How To Go About Releasing A Game?

Posted by frob on 26 July 2016 - 01:04 PM

Moving to the business area of the site.

In many ways the business side is more complex than the software development side.  Making a game means overcoming a bunch of technical challenges.  Once those challenges are overcome you have a product.

 

Businesses tend to ask many hard questions before starting the game.  Questions like:

* Who is the target customer?

* How many of those target customers are there?

* As part of multivariate business calculus, how many customers will likely purchase the product with various amounts of advertising?

* As part of multivariate business calculus, how many customers will likely purchase the product at various prices?

* As part of multivariate business calculus, how many customers will likely purchase the product with various feature sets?

You're saying you are choosing to create the product regardless of the market for the product.  Business-wise that is a poor decision.  If you are building it for your own educational purposes then that's fine.

 

Should I do an alpha release? Should I start a business? Greenlight it on steam? Advertise?

 

Those are business decisions you need to decide for yourself. I recommend you don't invest more than you are likely to recover. 




#5302638 Unity Or Ue4 To Use As A Show Reel For My Portfolio

Posted by frob on 26 July 2016 - 09:30 AM

It look me until my second year at Uni before i realized I wanted to take a different direction now i have to spend the rest of my working life in an area I like but I'm not passionate about".  

 

Perhaps you will make another realization:  people change careers several times during their life.

 

Most professionals change careers 5-7 times during their lifetimes.  I don't mean change jobs, which these days takes place about every 3-5 years, but a change in occupation, industry, or both. There is no exact number because there is no exact definition: transitioning from surgeon to standup comedian is clearly a career change; transitioning from programmer to manager of programmers is considered a career change by many people but not by others. 

It is fairly rare for someone to pick a career path during their school years and stick with that same career path through retirement.  I've known a small number of people who remained in exactly one from school to graduation, such as an accountant who remained an accountant to retirement, or a programmer who remained a programmer to retirement, but they are the exception.  The vast majority of people I've worked with who are over the age of about 40 have changed career at least once.




#5302247 My First Videogame Failed Conquering The Market

Posted by frob on 23 July 2016 - 06:36 PM

I'm not an artist, btw. An artist will be able to tell you in more detail what's wrong, I can only say I dislike it, and guess at what combination of things lead to me disliking it. I'm sure in motion it'd probably be alot better, but I'm not seeing a moving image, I'm seeing a static image, and the static image is what is trying to sell me the game. Even video trailers probably won't get watched unless the static images first appeal.
 

 

There is no clear focus.

 

Generally unimportant things get boring unsaturated neutral colors. There are a lot of dim browns, muddy reds, dim greens so you don't bother to look at stuff that doesn't matter. Stuff that is important is usually hit with saturated or bright colors and use a lot of contrast.  It is something most artists are so practiced at they do it without thought.

 

Generally level design pulls players toward key items with light and color and patterns. I haven't looked at the game, those might be there but are missing from the picture.

 

When I look at the image in the post above the first thing that jumps out at at me are the bright green/white leaves, then the bright white and red smoke trails, then the big white and gray walls.  I don't particularly notice the health bars over players.  It took several seconds of studying the image before noticing there was a big green circle (i) which I assume is for information

For some comparison, the Super Mario Bros series has always done this particularly well.  Primary colors for players, bright yellow for blocks you hit and coins, bold colors for enemies like turtles with bright red shells, blue shells, yellow shells, or high-saturated brown goombas along with their high contrast black-and-white eyes. Backgrounds are distant hills or castles or whatever and are typically muted pastels.

new-super-mario-bros-wii-imagen-i240084-

Or a few other images that demonstrate clearly showing the player what they should be looking at.  Most have bright lines around players either coming straight through them, or ringing them around the ground, or bright yellow or bright red warnings, etc. Stuff that doesn't matter is dark or muted:

World-Of-Warcraft-Gameplay-09.jpg

 

maxresdefault.jpg

 

a27870d8f137e56ae9ee6d946e662c85.jpg

 

Gameplay2.jpg




#5302176 My First Videogame Failed Conquering The Market

Posted by frob on 23 July 2016 - 09:50 AM

I am writing this thread to ask you some feedback , why such a cruel failure? Even on mobile and even among Bitcoin enthusiasts.

 

 

These used to be heavily featured on our site, but they didn't survive the transition a few years back.  Even though the name "shareware" doesn't really apply, everything else does: Read This Thoughtfully

 

At a glance it is not pretty, nothing on the Google Play encourages it, you don't have effective marketing, you don't have a beautiful storefront.

 

Simply, I have not even bothered to play your game, and the tiny amount of your game I have seen does not make me want to play. That is one of many factors that need to get fixed.

 

Ugly can be fine, because ugly can still be pleasing in other ways.  Comically ugly can succeed.  

 

Take a serious look at your page:

 

Capture.PNG

 

The hand-scrawled font and ugly graphics, the heavily aliased blobs in the image (they don't show up well in the thumbnail version of your site, zoom in on that image), the mismatch between art styles between the world objects and game objects.  And on top of that all, you're asking "give me money for this!"

 

That image of a bug with that particular expression, you're using that as your headline. That is where people put their best work. The very best of your game is captured by that image of a bug with a stupid look on his face, those particular graphics, the skewed bubble letters that look they were thrown on by a ten-year-old who just discovered how to make word art. 

 

I've worked on teams that had child-like graphics, and watched as artists struggled for months building icon sets that looked childlike but not childish. It takes an enormous amount of effort to build that out as an art style. As a memorable quote:  "It took me four years to paint like Raphael, but a lifetime to paint like a child." - Pablo Picasso

 

Those are the first things I would fix.  Get your art styles consistent, capture the funnest part of gameplay as your key images, and make marketing materials so they don't look like a fifth grader's art project.

 

Go over all your materials, everything in your game, and everything you are using to market your game.  Look at it on a big screen, take a good look at every detail and ask, "Is this my best work?  Would I buy this?" Repeat until you've covered the whole thing.  Then go get a bunch of people who you think are your target market and ask them the same questions, do it as focus groups, and fix everything they point out.  Repeat over and over, with bigger focus groups, re-releasing your product until you eventually get it right.




#5302164 Generate Unique Ids

Posted by frob on 23 July 2016 - 08:51 AM

You added a new requirement, that duplicate strings get merged.

 

 

There are systems where all the strings get placed into a common pool and duplicate strings are combined and all are treated as read-only.  That process is called "string interning", and there is plenty of stuff you can read online about it.




#5302072 Perspectives On Mod Makers?

Posted by frob on 22 July 2016 - 09:36 PM

Right,
I'm asking if moders for a company's games are seen as useful to say, a totally different company.
 
For ex.I mod an EA product, and well EA isn't exactly the grateful types....


I'm not sure where your opinion comes from. EA generally likes those who mod their games even when they aren't officially sanctioned. But for various legal reasons they don't (as a company) publicly affirm those mods so that they can potentially shut them down and protect their brands. They've got a corporate philosophy of protectionism but that does not mean the teams don't appreciate skill or quality work. This is true of many organizations with fan-created products. As long as you do good work and follow good community rules including staying small, generally it is positive, and everybody is happy.

If you have experience writing mods for a game it looks good on a resume.

If you have experience writing mods for something and you are applying at a totally different company that also makes mods for the game, they'll see that as a bonus.

If you have experience writing mods for something and you are applying for a job at that same company or even that same team for the game you've made mods for, they will almost certainly see that as a bonus, unless the mods were exploits or hacks that deprived them of revenue or harmed the project.


#5302038 Pathfinding - How To Move Player Along Path

Posted by frob on 22 July 2016 - 04:13 PM

This is a discussion site, not a Q&A site. Please don't modify titles to "solved".  

Thank you for stating what you did to fix it, but we don't mark threads that way since people might have more discussion about the problem or the solution.






PARTNERS