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Trapper Zoid

Member Since 20 May 2005
Offline Last Active Oct 08 2013 10:18 PM
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#5083990 Expected maximum texture size

Posted by Trapper Zoid on 07 August 2013 - 05:48 PM

What would be a sensible maximum texture size to expect on today's hardware, factoring in the whole range of graphics cards, integrated graphics and legacy systems that could be realistically be expected to be still in use?

 

I am playing around with some 2D prototypes and am currently making tile sheets to load into an OpenGL texture. I would like to be able to load as much as possible into a single texture, which currently isn't going to be a problem, however it would be nice to know for the future what I should peg as a limit for the maximum size for a tile sheet so I can plan the scope of the available tiles accordingly.




#4773949 What makes a good game-designer-team-leader hybrid?

Posted by Trapper Zoid on 13 February 2011 - 09:59 PM


But do *something*.
Not just "I have a grate ideea 4 a game! Make it 4 me!"

I think this kind of view of game designers is common around GameDev.net. At least, that's what I noticed.
Are all game designers really like this?


Only the amusingly bad ones. :)

For recruiting for the sorts of projects that are suited for GDNet in today's day and age, I'd expect the designer/leader to have a playable prototype. It doesn't have to be pretty and it doesn't have to be complete, but IMO there is no good reason for someone not to have something playable to sell their idea to prospective team members. There are a ton of cheap or free tools out there these days (GameMaker, Unity etc.) that let you whip up something quickly with little to no programming experience. If a designer can't throw together a prototype then that suggests that either a) they don't really know what their game is about; b] the game is way beyond their scope and/or c) they're too lazy to put in the work.

Edit: This doesn't count projects where the explicit purpose is learning, i.e. "I'm a newb and want to learn how to make games, are there any other newbs who want to join in?".

Off-topic: How do you stop the system turning b with a bracket into a smiley? Silly automated smiley system...


#4772728 What makes a good game-designer-team-leader hybrid?

Posted by Trapper Zoid on 11 February 2011 - 12:33 AM

In order to be a good team leader, you need... well, leadership skills. Be able to communicate, delegate, organise, make decisions, take responsibility etc. etc.

What the team leader doesn't have to be is the most skilled in technical areas, as long as they ask intelligent questions to the team members who are.

And also what Wai wrote. :) Basically if you do anything of those things on the "lose respect" list it shows you are lacking in those vital leadership skills, and that raises some serious red flags.


#4313888 What IDE are YOU using?

Posted by Trapper Zoid on 14 September 2008 - 09:10 PM

At the moment my research work is mainly using command line Python with a variety of code editors (no IDE), and C and C++ code compiled with gcc and g++.

Game Development was in C++ using Xcode for Mac OS X as my primary dev platform, and Code::Blocks for the Windows port.

When I get back into game development in a month I'll be looking for a good Python IDE - I'm leaning towards Komodo as it doubles as a PHP and HTML/CSS IDE for web work, but I'll need to trial it first.


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