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    2. supermikhail

      3D artist looking for experience and motivation

      Based on the fact that you're probably at least 20 years older than myself, I could also attribute your attitude to emotional maturity. Whereas I've been struggling with a desperate feeling of getting old fast since I was 15 and it hasn't let up yet. If you want to, we could look at some gamedev challenges, here or on itch.io. Or, well, wherever, I suppose.
    3. Good suggestion, absolutely. I'm approaching this from a few different angles.
    4. wintertime

      Using a game engine as a library

      You might want to approach this the other way around: - first find out which kind of (embedded in the other app) windowhandle/surface/whatever you can get access to in this project as a plugin/whatever - then find some way to use what you got
    5. Rafael Coelho

      3D artist looking for experience and motivation

      I think we all have that desire to build our dream game. As someone who also failed before at that, I have been thinking it's a good idea to make "mini games" first as a way of learning the skills to program it. That being said, it just means I am not capable of making big games yet. My advice for you is the standard one: simply start small. I am talking from a progammer point of view however, as I am not an artist I don't really know how this applies exactly but I can say from my experience it's very refreshing to see progress being made. You could try to work on designing the core mechanics of a game, it's concept art, sketch the main elements and get a prototype of the game with those in. Playing the game is great as a motivation to keep working on it. Anyhow, that's what I can say, keep working and learning that one day you will be able to build your dream game! I don't really have a concrete idea for a game we could work on as I said in my last post. That just means that we would also have to work on that.
    6. Gnollrunner

      3D artist looking for experience and motivation

      Nope, not a dumb question. I would just prefer to work with someone I can talk too directly. Call it a quark. I guess it's because I want anyone I'm working with to be heavily invested in what we are doing and it's easier to know that in person. I've actually never worked as a game programmer either. On the other hand I'm a very experienced programmer, 30+ years. I pretty much feel I can building anything with enough time. What I want to make is a Fantasy MMO or perhaps even a Sci-Fi MMO akin to the old Traveller table top game. However I know given the shear amount of code I would need to write, it's really not feasible for me to do that on my own, especially since I'm not using a game engine. I think a game engine would get in the way given the specific requirements of my game, so I'm writing the engine right now, but I only intend to include stuff I actually need. What I'm hoping to do however, is build a demo impressive enough to get some other people involved. I guess I haven't yet reached disillusionment, so you're father along than me 😀
    7. Today
    8. Hiya! i'm Jason, And i want to reach everyone here who's excited about making games! And as the Title says, I'm looking for either GMS2 Programmers Or Godot Programmers. I want to invite you to my Game Creation Of Imagistory, A Beautiful 2D RPG game with Plot twists, Corky Characters and an amazing story. Here is some spoliers: Long ago, A mystical Comet Flew throughout the universe. Legends say that one day this comet will create a brand-new galaxy. A little scientist named Brown tried to fly to space to see the comet in action. His Friends, the Wizards, went with him to see the explosion. Until… A Vortex Pulled them into a strange portal. They all scattered in different locations. What will Brown Do? And Here is Some Art: I'm Ciao Gelato #7986 on discord and my email is is imagistory2500@gmail.com, if you want to contact me there. I'm Looking For Free/Revshare Workers, Please! Stay Creative!!!
    9. coldcabinprod

      Horror music available

      Hey guys. New production company: COLD CABIN Productions. We have made many different types of music for years, since around 2005. We have many horror tracks available for use in games, YouTube videos, movies, etc. Only one is up for right now (brand new Bandcamp), but many more to come. Custom tracks, email us. Pre-made tracks are $150. One FREE demo is up for now. Thanks guys! https://coldcabinproductions.bandcamp.com/
    10. supermikhail

      3D artist looking for experience and motivation

      I've never worked in this field, could you explain the reason for being in the same city / office? Probably a dumb question... but at the same time, people buy assets without exchanging even a word with the creator. I suppose, quicker feedback? As I said, I'm disillusioned with the whole idea of the dream game. I suppose some people can pull it off, but for me it always ends up too ambitious for my means. That said, What ideas I have usually involve a medieval setting, and I've long wanted to participate in the design of something like an RPG. Which might be neither here nor there, considering my amount of experience, and the amount of time it would take. Maybe you have something more feasible and concrete? I suppose an honest answer is better than an easy one?
    11. Rafael Coelho

      Potential Amateur Programmer

      Hey! I am not an expert programmer at all. That being said, I have been learning it for quite some time. You haven't said much about your experience with programming but I imagine you don't have much. Anyhow, I am willing to help you find your way to free resources online where you can learn pretty much everything you need. In any case, good luck in your journey!
    12. Hey There! I am learning to program games with Unity using the c# language. My art skills aren't so great so I am looking for artists to work with as a learning experience. Maybe we could build couple of simple games with that goal in mind. What kind of games do you wish to make?
    13. Rafael Coelho

      3D artist looking for experience and motivation

      Hey There! I am learning to program games with Unity using the c# language. My art skills aren't so great so I am looking for artists to work with as a learning experience. Maybe we could build couple of simple games with that goal in mind. What kind of games do you wish to make?
    14. As JoeJ said, use GPU-supported formats for production builds. Some resources: OpenGL Wiki on Texture Compression Nvidia Texture Tools
    15. Gnollrunner

      3D artist looking for experience and motivation

      Ahh .... well not so close. I'm way south. I'm American but I'm in Krasnodar these days. So in any case what kind of game is your dream game?
    16. I see.Thanks for the tip Rutin. Will do!
    17. supermikhail

      3D artist looking for experience and motivation

      Sure, I'm in St. Petersburg.
    18. Gnollrunner

      3D artist looking for experience and motivation

      Where exactly are you. I mean what city (if I'm allowed to ask)? I'm asking because I might be kind of close to you, and at some point I'll need the help of an artist.
    19. I'm a Blender artist out of practice, ever since I became completely disillusioned in the prospect of making My Dream Game all on my own. I probably was never amazing, and idleness certainly hasn't done me any favors. I'd love to regain the ground and improve though. However, I'm in a situation where motivation is hard to come by, and I find it easiest to find by contributing to something somebody else cares about. Here's some of my recent stuff: Plus something I consider my peak work, a couple years ago: That one was animated, too. I'm in the European part of Russia, if that matters.
    20. Normally I'd be hesitant, but if you literally only care about visibility from one pathable node to another, it becomes even more trivial. I believe the scene above only has about 43 nodes, so quite a manageable amount to precalculate.
    21. jefferytitan

      Alternatives to tiered gear

      I think similar to what flowr said I've seen games where even basic items have some tiny chance of yielding a special component when junked. This may be due to hidden stats. A weapon based on the special components will have some interesting point of difference. However because junking that special item may not yield the special component, the player may be loathe to junk a special weapon to try to make one mega-weapon, and just keep upgrading it. Therefore they may end up with many similar weapons that they keep and upgrade due to certain special attributes or combos thereof. The basic weapons are still valued for their junk potential to use as upgrades.
    22. To achieve what I described above you need! to use Semaphore at least on Windows because as I wrote Mutex on Windows is protected against self locking. So a thread holding the lock already can't rely to be set to sleep when it will aquire the same lock on the same thread again. This was my case because each Thread holds it's own lock in locking state and if it would get idle instead of burning cycles, it aquires the same lock again to deadlock itself and go to sleep indefinitely. Another process then will check the lock-state and fire a release so the idle thread is notified that there is work to do again. This was my personal usecase for that :)
    23. Hey guys, I'm the co-creator of the game Duel Revolution, a monster catching RPG that we plan to release in 2019. http://duel-revolution.com Currently we are looking for a new pixel artist for our team on a revenue share base. Please see the picture below for more information. If this project is interesting to you, write me PM 🙂 Thanks
    24. lawnjelly

      Understanding snapshot interpolation

      A buffer is in the context used in the article is a short history of transforms as you have guessed (over a number of ticks, rather than frames, see above). Probably a circular buffer. Typically you send as UDP packets, and as these are received the info gets added to the circular buffer (and the oldest snapshot discarded). You can either send these as a common snapshot used by all clients, or individually build packets for each client depending on what is needed by that client. In a game where everything is visible to everyone all the time, you might decide to use the former, in a game where there are distinct areas you would be more likely to use the latter. The latter approach cuts down on traffic, and simplifies the job at the client, at the expense of some extra packet construction at the server. How you construct the UDP packet is up to you, it is binary data. There are more suggestions in the other articles on Glenn's site.
    25. I'd call the three OP resources Money, Prestige and Culture. Money is your own (you aren't "funded" by someone else), You could track state funds and much less player-controlled private wealth separately. Prestige is spent or invested in diplomatic or political influence and is gained by interacting with others and behaving well towards them (e.g. helping in times of trouble, respecting alliances, trading that causes long-term economic interdependence) Culture is the source of good ideas and progress and is "produced" by citizens doing scientific research and enjoying sufficient wealth and leisure.
    26. Thanks Shaarigan, Your assessment is spot on. I'm looking for an alternative engine to Unity3D and I will re-write my game. I'm wondering if there is a game engine (Godot, Urho3D, Lumberyard) that anyone has used which would allow this time of linking? Thanks again! Rob
    27. Thanks Hodgman. @Shaarigan Yeah, I also once used semaphore instead of a mutex because on Semaphore Acquire operation the CPU is yielded on that thread. So by saying " you need to use Semaphore instead " you meant it was more optimal this way, not that using semaphore was correct in that case whereas using a mutex was not?
    28. @maxset I have had a concrete usecase for a self-blocking lock in my ThreadPool/ TaskScheduler. Idle threads should themselves go to sleep they wont burn any CPU time and I first implemented this on a self-locking mutex. Debug build worked well but I got failure in Release. In the end, Mutexes in Windows are designed to some kind of self locking detection while Semaphore isn't so this was my remark to this topic
    29. Yep. But not JUST the compiler. Some CPUs will reorder your instructions at runtime (e.g. Intel), some will reorder memory reads and writes (Intel in certain situations), some will do both! Low level ASM/binary instructions are actually basically a high level byte code these days, and modern CPUs will take that instruction stream and dynamically compile it into another set of internal instructions... Optimising on the fly So, you do some work, make sure that the work is actually completed and visible to other CPU cores, then write the boolean. The lock will take care of that platform-specific CPU ordering, cache flushing, RAM visibility nonsense, with compile-time hints, and runtime instructions, if necessary on your current platform. In this particular situation, you could also just use a std::atomic instead of a lock+boolean -- they have functions that let you write a value after also performing a memory-fence operation. Due to CPUs reordering things, thread 2 might read the work and then the boolean, or thread 1 might write the boolean and then write the work. Either of those situations would cause thread 2 to process old/uninitialized data instead of thread 1's actual work output. Memory fences (internally handled by locking primitives and std::atomic) make sure that this kind of reordering won't occur (both at compile time and at execution time within the CPU).
    30. BOP And for sure if you want to emigrate in Australia, not only the degree will be relevant, your experience too, but you'll also need to have the exact match, which in the game industry, or CS and IT in general, is less easy. Fortunately, some other countries are far more lax. IE: I spent the last 6 months trying to find a job in Australia. The best I could get is to enter Australia, having 60K$ in my bank account to spend in order to live one year there and search jobs over there, with the knowledge that Australian citizen will have the priority against me. This, for sure, is not something I could go with a family. So I tried in another country and in less than 10 days I got different final offers and helps for VISA and relocation. So before wanting to enter a new country, there's now need to check their current overseas policies (this mainly aims Australia, but USA too where most companies don't want to spend time for relocating foreigners and I believe Japan). EOP And for the OP: For about the degree, and since you are very young, it will for sure help you in the future, not only for emigrating, but also if you would like to change the area where you're working. Some countries allow you to get a degree "in an easy way" once you have a good experience. This is the case of France for example. So I believe other countries should propose such things.
    31. First of all thanks for all your answers. Please correct me if I'm drawing bad conclusions from it but I think that in a case where thread 1 is only writing and thread 2 is only reading then the only purpose of mutex lock/unlock is to prevent compiler from reordering instructions and making wrong optimizations. Is that correct? Because precisely what I'm doing with my bool variable is to mark the moment when some work has been done. So I wouldn't really want my compiler to set that variable to true *before* the actual work is done. If the above is correct then it doesn't really matter if thread 2 reads memory while thread 1 is halfway writing to it, or does it? Assuming thread 2 is waiting for the variable to be true, then if thread 1 is writing (changing variable from false to true) the thread 2 doesn't really care when it reads true eventually, right? @Shaarigan Could you elaborate a bit more on "If the operation is considered to longer runs then using Mutex is absolutely ok but keep in mind that Mutexes in Windows are protected from OS to prevent self locking and you need to use Semaphore instead"? In what case would semaphore work whereas mutex would not (on Windows)?
    32. I went out of games into corporate stuff for a bit, and when I moved back into games, even though I aced their tests and interviewed well, they would only start me on a junior salary/position at first. After my first performance review I renegotiated, but still, I had to jump through that hoop because I was coming from a "not games" job
    33. Shaarigan

      Using a game engine as a library

      It is not possible this way as you need two things to at least embedd the game into the app, some kind of Render Canvas that is able to act as the render target for the game and the game must provide a possible way to define the render target except for making it's own window when launching. Unity 3D is closed source so your only option is to use OS APIs to stick the UnityPlayer window to the app, listen to events of that window (Resize, FullScreen, Close) and react to always keep the window as child of the App-Window but that is tricky and hackish. Unity itself has a launcher and a player that will take everything from your game into their C++ code embedding Mono Runtime to run C# or whatever you used to make your game and don't let anything go to the outside. This is how any of the modern tools like Unity3D, Unreal Engine 4 or GameMaker works. Another way is to have the App launch your game but it dosen't sound in your request that this is the goal
    34. lawnjelly

      Understanding snapshot interpolation

      First thing I will point out that you seem to be misunderstanding, is that a server doesn't typically deal in 'frames'. A server may not be rendering anything at all, a server usually deals with ticks, often at a fixed tick rate. A client has frames, but these are typically interpolations between ticks. This is the scenario I believe described in Glenn's article, and he describes it in several of his other articles. A server maintains the authoritative physics simulation of the world, all the actors and objects. The server then regularly (e.g. every server tick or 2, depending on tick rate etc) sends out snapshots to clients. The server doesn't need to send a snapshot containing all objects in the world to every client, only ones that are potentially visible to the client. This is where spatial partitioning schemes such as PVS can come in useful. The client receives snapshots, and interpolates (or extrapolates if that is your thing) to give an approximation of what is going on in the authoritative server game. The client also typically runs it's own matching physics simulation for the player, and compares the result with the authoritative player position from the server in the snapshot. If they match, this is all good, if the server places the player somewhere different, the client must change its simulation to match the authoritative server simulation. This is called 'client side prediction'. Note that you can also do physics prediction for all game objects on the client in a similar way, which is a little more complex and more CPU hungry on clients, however this is not described in the article, and in most cases the server only approach he describes can work fine. The crucial thing to understand is the tick-based scheme of running the game, and move away from thinking in terms of frames. Frames are only used for giving a smooth view to inferior humans between ticks, the real game is tick based. This post I wrote recently should help explain the tick system: In my experience a lot of people have trouble initially understanding the tick system, and especially the non-linear progression of time. As animals we are used to seeing time as linear, so have trouble understanding that a simulation can calculate time steps in a non-linear fashion, then use interpolation to smooth this back to a 'human view'. There can be a 'eureka' moment when people get it.
    35. There is a rating for corruptions and one for unity (and unity works similar to morale) but i didnt include it above. Thoughts on affecting industrial income with taxrate? Thoughts on infuense as a resource?
    36. Lendrigan Games

      Watchbot - an idea i had

      What kind of game is it? ... First-Person Shooter? ... Platformer? ... Hidden Object? ... Point & Click Adventure?
    37. Thanks @Lendrigan Games! I'm full speed ahead programming a world full of junked robots! No more worries about modeling a bunch of lame human clothes and bleh-cetera.. lol
    38. In a post-apocalyptic setting, Morale is a ripe resource. With a world that's constantly under threat of devolving back into anarchy, having a cult of personality helps keep your empire in 1 piece.
    39. Don't worry about that part. Often times, even professional game designers don't really know if their idea is worth pursuing or not.
    40. Non-standard player characters don't have as wide of an appeal, but, because of their rarity, they have devoted fanbases. As far as "getting into" characters, as long as the player has the means to readily figure out what he can do with his character and how to do it, he won't complain.
    41. It's fully up to you what you decide to do. Nobody here has a crystal ball and can tell what your future will hold... You might hold this job for a good period of time and be perfectly fine. You could lose the job and struggle to get back into the game industry and without a degree unable to find a general programming job as an example... This would force you to take a job outside of programming leaving you to work in a non related job because there are employers out there that want "degrees"... Or it could be the opposite... you might be perfectly find bouncing from job to job with your experience at 20 years old. It's wiser to have a "Plan B", which means if you're unable to continue working in the game industry, at least having a Computer Science degree can help you maintain employment in both the public and private sector as a lot of companies do education screening, especially since you most likely don't have 5+ years of work experience at 20 years old. That being said, I personally don't care for degrees... I've been lucky enough to get into an executive position outside of tech, learn several programming languages, and get into game development without post secondary, but this isn't always the norm for people. I run a few companies now, and I personally don't care about formal education, I care about what the individual can actually do. I have a lot of friends that had to go through the song and dance in dealing with lack of education, and they had been passed over because of it when starting out. As their experience grew it didn't matter unless it was a government related job that will not take experience over education in my area. If you have 5+ years of experience you'll be fine, and you only need 3-4 years to get the Computer Science Degree. People have finished degrees in shorter time than 4 years. Best of luck with whatever you decide to do.
    42. Few of you mentioned that paper will help me to start in the industry, this is why I mentioned that I already have a really good job, if not this I would go straight to college but they already have plans for me, including resposible tasks and as I said, it's a big, well known company and this is what makes me question the importance of a degree, on top of that there are a few people in my job that hold high positions and did not attend college
    43. markypooch

      SharpDX Matrix Order

      HLSL can use any ordering that you specify. Last I checked, though this may be a more recent feature, you can specify the row_major keyword in your shader code. Insofar as why is a hand-wavy, "Historical reasons". Generally 2D Arrays are stored in row_major on the CPU side, so my guess is they just kept with that convention. It's not a wrong ordering, it's a perfectly valid one, and iirc, it's more efficient to work with a row_major organized data-construct for looping on the cpu side if you plan to modify the matrices sub-elements e.g., but it is a different ordering, and ultimately one you want to be aware of in D3D in particular.
    44. First, reach agreement on what you're making. The traditional tool for that is the GDD. Then plan the hardest part (the programming) - the traditional tool for that is the TDD. From there, you can plan the gating tasks (some use a pert chart for that), and determine when the programming team will need assets (audio and art) in order to first build a playable demo (vertical slice, the heart of the gameplay). Then playtest and re-evaluate what's needed next. Trello is good! Just learned PERT is supposed to be all caps.
    45. Well, the influence is certainly showing (in a very good way). It really captures that spirit, while at the same time looking original and fresh. Congratulations on taking things into your own hands and getting this far, that's impressive. I look forward to playing the game when it comes out!
    46. Rutin

      Free Images?

      I only know of: https://www.pexels.com/ https://unsplash.com/
    47. From the second part of barricade - I do have master's degree (in computer graphics and image processing) from university ... still considering whether to go for PhD or not (I've finished just 2 years back or so). In the end it is up to you, a master's degree in such area is going to take a lot of time and effort - and it's not an easy task to do (less than half dozen students finished with me that year, although hundreds started the study program). Compared to others I had huge advantage of not having to pay for university (just indirectly through taxes), and a supportive family (all of my siblings and both parents have master's degree either in informatics or pedagogy - so not going to university wasn't really an option) ... these things are also important to consider, because it will cost you. Having a degree helped me a lot when starting the company, especially when getting contracts (and yes, published research is considered a big plus in your portfolio). Yet again I have majority of my work experience in research, some in actual software development (majority is actually unrelated to game industry). Although the main decision point for other businessmen is to show them portfolio - some finished products that are successful, and ability to rapid prototype what they need. Last note, compared to other people here on the forum, I've never actually worked in the office in "normal day-to-day job".
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