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    1. Past hour
    2. And there we have it. Perhaps the truth lies somewhere in between? Just as not everyone in the economy needs to be a master engineer or scientist, perhaps not everyone in IT needs to be a master mathematician?
    3. It really not a bad for amateur. But i guess you allready has catch up a underwater stone that you hope to solve in couple month. But really it not a stone it is aceberg. As you mentioned as you goal you need a as compact as possible world geometry representation. Obviuosly it requires to optimise geometric data density proportionally to relief surface curvature. But nother voxels no height map is not a tool that able to serve it purpose at all. Looks like you need something much robust like b-spline geodesic isolines. Degree in applicative math and CS is must have option for any programmer ever in case it using only 4 ariphmetic operations for accounting calculations. Becouse any software development require a perfect knowledge of theory of graph that needed to eliminate unnesesary dependences, theory of sets to understand a theory of relative databases and so on. And for analitics it much highly applicable than for just a programmer, becouse architectural errors is hardest to fix. Popular phisic engines can not to calculate ever aproximate collision normal for complexive shaped objects, say more much adverticed of it ever not allow to specify a shift of center of masses and inertion tensor. About what realistic simulation uses its engines you ever talk? ANd who will draw a blueprint scripts? Graphical representation of code != no code. It just == other representation of same code. And of cource to implement AI UI effects and so on same background as usual required. Is you code has control a drives that require a realtime disaster-critical control or work on same hardware that do it, or has it been involved into disaster-critical personel interaction? Or it just has passively collect a reports from FA system by networking and make a accounting? First is regulated. But second is not eparhy of FA departament at all here, it part of factory information system so developed/mantained by IT departament that have much weakly regulations that for most companies come from company policy (that usually prefer a educated programers at first, and educaded engineers of other fields as second), not from government. I gues same wordwide. Just i very good seen by my own eyes backface of communism. It backface has come nott from KGB and so on. It begun from "scientific proven" tesises of Grandfather Lenin that engineers and scientists is a "remands of burgeous pasts" and "every cook can drive the state". And we know results exactly. Nowadays something like it become a very popular into IT industry.
    4. Today
    5. Hi guys! In the end I ended up with the next code, using the center of the rectangles. Do you see this correct? or is it inefficient? if (playerCollider.intersects(mapCollider)) { int dx = (collider.x + collider.width / 2) - (obstacle.x + obstacle.width / 2); int dy = (collider.y + collider.height / 2) - (obstacle.y + obstacle.height / 2); int width = (collider.width + obstacle.width) / 2; int height = (collider.height + obstacle.height) / 2; int crossWidth = width * dy; int crossHeight= height * dx; if (crossWidth > crossHeight) { if (crossWidth > -crossHeight) { System.out.println("Top!"); isCollisionTop = true; } else { System.out.println("Right!"); isCollisionRight = true; } } else { if (crossWidth > -crossHeight) { System.out.println("Left!"); isCollisionLeft = true; } else { System.out.println("Bottom!"); isCollisionBottom = true; } } } Thank youu!
    6. unbird

      "Nice" tweakable S-function

      Indeed great resources. I usually use http://www.iquilezles.org/apps/graphtoy/ to play with functions, but that desmos thingy is nice. Graphtoy on the other hand allows a more C-like/shader syntax.
    7. Greedy Goblin

      Reverse-Normal 3d Outline Tutorial

      That's awesome! Nice tip.
    8. No, and no it is not necessarily (depending on your field). Having been a programmer/analyst/consultant for more than 20 years there's probably only a handful of times I've ever needed to employ any above basic mathematical skills. I have no maths qualifications apart from a fairly worthless GCSE (UK high school qualification). It seems your real-world experience is somewhat limited and niche. For sure, high level mathematical skills are required for certain domains (I would imagine graphics research is pretty tough without it), but having worked as a C# .NET developer a few years back for a company that develops finance calculators for the automotive industry (and hence being regulated by the FA) I can say for a fact that in the UK a degree/masters in the field of mathematics is not required. I have worked with many highly qualified people who make absolutely crap programmers (and often had to optimise their code!). You remind me of a guy I used to work with many years ago (developing a Dealer Management System for SAP, which later got bought out by SAP and became the SAP VMS module) who had a masters in pure mathematics.... he was a fairly average programmer who knew less about programming in that particular language than I did. I remember one lunch time we decided to challenge each other to write a Sudoku solver. Despite his background in maths he chose to opt for a brute force approach, whereas I opted for a smarter algorithm based on rules. Both solutions worked I guess but considering his background I would have expected him to use it! So you really need to drop the arrogance of insisting that a qualification in maths is essential to being a programmer or game dev. It is not. It can be helpful for sure, but not essential. I do agree with you on one point though and that is as the market becomes flooded with candidates then a qualification can become the only deciding factor for an employer. However, having said that and having been an employer and an interviewer in my time I can say that it takes more than qualifications alone to get you hired... personality goes a long way! I also agree with the others... it seems you are trolling this forum.
    9. lawnjelly

      Frogger - night mode

      I spent a couple of days adding a procedural splatting terrain texturing system, similar to the one I used in tower defence. However it does run slower than in the Unity version, I suspect gdscript is currently quite a bit slower in Godot (3.05) than C# in Unity. As a result I've thought about pre-generating some terrain textures as .jpg, compressing them a lot and using them instead of doing it on the fly. This is an option, but I've left it procedural for the time being. The road and rivers are not needing the procedural system, so there is less area that needs doing, so I may get away with it. Certainly an advantage to procedural, as well as variety, is that I can change the terrain around buildings etc should I put them in. I've started adding some more cameras too. You can now switch between a top down traditional ortho camera, and a perspective low down camera that follows the frog, and shows closeups where necessary. I've added an easy way to layout each level, I specify the number of tiles of a type (grass, river, road at the moment), then for each row I can specify the type of traffic, speed etc. And lastly I've been playing with the lighting, experimenting with the spotlight in godot, possibly for a nightmode. I don't know how it will affect performance if I do a mobile version, but certainly the spotlight is fun, and changes the gameplay a little as you sometimes can't see the vehicles coming. I've been thinking of putting a 'spyfrog' slant on things, and this lighting would work for a spy. I still have to get around to thoroughly debugging the collision areas. I'll probably attach some visible bounding quads to each object to check the bound matches up with the visual rep, it's quite a bit off in some cases which is why you die jumping on certain bits of logs etc. I will add lily pads soon, and have realised that if I make a snake, it can act just like any other bit of traffic, just moving on the grass.
    10. Hello everyone, my name is Valerio and I'm an expert in business development and product innovation. At the moment I'm working for a big gambling company and I'm also working on a side project to launch a startup aimed at the whole gaming world. I have an idea and I would like the help of this community to validate it. Thanks to machine learning it is possible to predict user behavior. For example, from the tests I have done, I can assure you that it is possible to predict. with an accuracy between 80 and 90 percent (depending on the quality of the data), which users will use a certain app next week. My idea of the service is to create a Softwere as a Service, with a monthly fee, which allows developers and business owners of a game to load tables of data into the software and receive the desired predictive output. For example, thanks to this softwere you might know which users will play and which ones will not play next week, or analyze more specific metrics, like who will make a purchase and who does not, who will use a particular feature and who does not, and so on. With this information, the team that manages the app can set up marketing activities to increase the engagment, such as sending push notifications only to those who know you will not play next week, or special offers to those who will not make a purchase. Here are the questions I need you to answer: - Do you find this service useful? - If so, how much would you pay per month for such a service? Thank you all for your participation, Valerio.
    11. The 8-bit part would refer in this case to the chosen style of game from that era. Not actually making the game for an 8 bit system. Unless I'm mistaken.
    12. lawnjelly

      Requesting a code review

      I can't really comment on the java side as I'm not very experienced in java, but it looks alright organisation wise for a small game to me, it was quite clear and easy to read. Although it is isn't necessary for this game, I'd suggest mastering fixed tick rates before moving to more complex games. You may also want to move towards more use of constants instead of fixed values in the code (e.g. 800, 480 appear a lot, making it difficult to change resolution), but in this instance it was clear what you were doing, you did use constants for some values (BALL_SPEED, PLAYER_SPEED). Commenting was mostly good, not overusing where the function names worked, although there were a few spots that could have arguably done with just a little comment (around e.g. a spritebatch, explaining what it is and why used?). The challenge will come in maintaining the easy to read / understand structure as the game complexity increases, but this is a good first step imo well done! :)
    13. 8-bit like in Nintendo or Atari? Why not 64 bit? Everyone will soon use 64 bits
    14. Hey guys! After some googling, and trying different stuff, I decided to start with very basic games as suggested in this article. The article also suggested to get your code reviewed, so here I am! Today I finally finished my first game, pong. 😂 The source code can be found here: https://github.com/Kuurde/Pong Oh, and you can play it here: https://kuurde.github.io/Pong/ Thanks in advance, Kuurde
    15. This more sounds like your personal vision of how all games should be made, but i doubt it's a reality for the very most of them. For once there is a lot of specialization happening in games, leading to offloading special tasks to very few experts in a given field. And those results end up in middleware, engines and tools. Often affordable or even almost for free. So your view is really that of one of the few experts and maybe not represantative for the whole industry. Think of the army of artists necessary to make a game, and also the majority of code where a degree in rocket science would be just a waste. For second i rarely see impressive simulations in games. E.g. the popular physics libs used everywhere can not even handle mass rations of 1:10 well. Game developers often work around such limitations instead to fix them. They fake and trick stuff, and they succeed with it. It has always been this way, and even with constant progress in better tech it will remain so. Games are primary the result of creativity, not science. Personally i agree with your visions if i get you right. Many game programmers are addicted to the idea of simulating reality. But we should not forget that we talk about games here, which are primarily about entertainment and not science. So there MUST be a place for less educated people as well, even in coding positions. Ruling out their creativity would be fatal. On the other hand, in times where everybody can make a FPS just by downloading UE, your opinion is more necessary to be said out loud than ever. Keep it coming, but consider there might be people with similar thoughts and skills without university background
    16. This particular line you said: "One idea is to stitch something together using primitives. I'm really not sure how to go about this one." Always always do things first with basic very simple assets like primitives. It's one of the number 1 mistakes during prototyping or any beginning phase. Nail it down with very basic assets. Simple forms, simple primary or gradient textures/gradients. Any color used at this stage should be purely colorcoding for game play or identifying type of asset. Animation should be only the most needed key animations. Most of them can be done in engine even or procedural generated. Resist the urge to go too beautiful early on. If you can make it feel right with primitive, simple shaders, basic animations, you will definitely be able to make it feel right with more final art. When prototyping game-play many aspects don't function at start and for a long time they won't as you are figuring it out and trying things and too often people try to "fix" it with beautiful art. I'd even say it's one if not the main reasons why so many projects that could have succeeded fail.
    17. Hello all I want to use the right analog stick of my gamepad for throwing a rect based on the angle and intensity I flicked the analog stick. So if I flick the analog stick a little to the right, the less force is applied to the rect's rigidbody velocity property. I should be able to move the character left and right and also toss this rect at the same time. A good example of this gameplay mechanic would be Skate (xbox360). Granted, Skate is a lot more complex and 3D, and I just want to toss a rect. So far, I've kind of figured it out, but incredibly dissatisfied with the results. I'm able to to get the direction of my flick, but it's so sensitive, sometimes I repeatedly toss the rect completely upwards. I also don't feel so much control over strength I toss the rect. Long story short, I don't feel as much control over my flick functionality The functionality is only one script, If any of you have suggestions on improving this functionality it would be greatly appreciated. I'll share the code below, you can also download this little project. Its made for playing with a gamepad though. thanks in advance! using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { [SerializeField] private GameObject boxObject; private Rigidbody2D rigidbody; private Vector2 leftInput; private Vector2 rightInput; private float timeFlicking = 0.0f; // Flags private bool flicking = false; private void Start() { rigidbody = GetComponent<Rigidbody2D>(); } private void Update() { // Will use later if (flicking) timeFlicking += Time.deltaTime; leftInput = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical")); rightInput = new Vector2(Input.GetAxis("Right Horizontal"), Input.GetAxis("Right Vertical")); float rightInputMagnitude = rightInput.magnitude; // No Analog Stick movement and make sure we're not flicking already if (rightInput != Vector2.zero && !flicking) { Debug.Log("Flicking!"); CreateBox(); flicking = true; } if (rightInput == Vector2.zero) { if (flicking) { flicking = false; } } Vector2 newVelocity = leftInput * new Vector2(10, 10); newVelocity.y = 0; rigidbody.velocity = newVelocity; } private void CreateBox () { GameObject box = Instantiate(boxObject, transform.position, Quaternion.identity); Rigidbody2D rb = box.GetComponent<Rigidbody2D>(); Vector2 dir = rightInput.normalized; box.transform.position = (Vector2) box.transform.position + dir; // I should scale this new velocity vector with the magnitude of my rightInput vector? rb.velocity = rightInput * new Vector2(40, 40); } } Project (6mbs): https://files.fm/u/ru8p9rgs
    18. Did you experiment with prevoxelization and so streaming static parts of the scene? I assume this would make sense at least for distant cascades where dynamic objects can be ignored, but i'm unsure if it's still worth it when dynamic objects need to be added.
    19. Yes, that one is the hardest it seems for everybody. One thing that compounds it is trying to mix and match animations with models. If you are gonna try out Blender, here's the list of things I would do first. 1) Learn Mesh work first. Master exporting to .fbx format from Blender. This is key to having models AND animations appear and function correctly in Unity. Just use basic shapes and scribbles to test that your meshes are importing into Unity without any weird rotations or transformations. 2) Figure out how to work with the Armature setups and Pose Mode in blender. Don't worry about attaching a mesh to it just yet. Open blender and delete everything, add in an Armature and go about some tutorials on animation from there. Any animations you make using a Humanoid(metarig) Armature in Blender(If exported correctly) should work with the Standard Assets ThirdPersonController setup, or any other standard player controller/Animator setup for Unity. 3) Combine the two.. Make a simple prototype humanoid character, add an armature. This is called Rigging. Like I do everything, I always tried to tackle all 3 subjects at once, and in Blender that doesn't work well. There's just too much to the program to think that you can digest it all in one sitting.. Break it down into small parts and it will make WAY more sense. And bookmark the links you find with all the handy hotkeys and basic function tutorials, you may have to return to them a few times.. Good Luck!
    20. Well the components typically are only data. So the system that does work on them (however you do that, like an Update() function) will also have the Create( const std::uint64_t entity_id, const std::string&& data ) function which will extract the data from the string you pass in (typically the whole json block you're concerned about). That's what I meant anyway. YMMV
    21. Sure, I'll repost it later this Sunday. Josheir
    22. I'd say start with a simple game like tetris, so you got to solve SDL2, keyboard or mouse, timing, winning, 2d, handling images, and a lot of C and code organizing. A simpler game is 15-puzzle (no timing involved), quite more difficult is eg pipemania (it has animation and timers). The latter is likely a good second or even third game. The game is not the point, it's just so you have a goal, without getting it in the way of programming (You don't have to spend time working out the game mechanics). Pretty much everything on the screen are images that you render rather than lines and squares (the main difference is that you say "draw this image here" rather than "draw a square here"). For images, you can look for some free assets, or make a collection of images yourself. As a side-note, watch out with brand names like Mario. Companies not only bring out games, they also own all names of it and its characters, and they are very protective with those names!! Don't name anything you make using a name that you don't own. You'll get into legal trouble very quickly.
    23. I don't know about that. I think I can implement complex tasks quite well. I wrote the final programming assignment for one of my friends university classes last year. So people couldn't copy each other's work he handed out different tasks to different students. I had to write his in x64 ASM which I didn't even know when I started. He got a 5+ which means he not only got a perfect score but he didn't have to take the final exam. He told me the professor had written the same program and said to him "How did you do it? You smoked my code!". So yes it's possible to do decent work without a degree. ...... My blog is pretty basic at the moment, but if you follow it maybe I can change your mind in the next few months.
    24. I'll throw another 2 cents in. I think the value of a degree varies greatly depending on where you live. I now live in Russia and my wife tells me that the paper is worth everything here, and for some jobs your actual skill means next to nothing. This kind of stretches over to trade skills too. What they call a "master" here may be OK, or may do complete crap work. I've learned to do a few things here like welding and some other construction type work, because hiring someone is a crap shoot. Even if I do hire them, I'll sometimes stand over their shoulder and make sure they are dong a decent job. On the other hand I was born and grew up in silicon valley. I had a high school diploma and went to community college but was kind of unmotivated until I fell into programming. I got hired by a major semiconductor company as a tech in 1983 with not even an AA degree. I guess I must have impressed them in the interview. I worked there for nearly 25+ years and for most of that I was working as an engineer. I was higher ranked than a lot of the PhDs for much of that time. We had no world wide web, when I started but what we did have was "computer literacy", a book store that stocked all the latest tech books. To this day I think books are better than the web. I went there nearly every week and I spent a good chunk of money on books over the years. I think my main strength is not knowing so much, but rather being willing to dig in and solve problems, by doing a lot of reading, and sometimes sitting for hours with paper and pencil and figuring out new ways to do stuff. At this point the only reason I feel I might want a degree is to show it to someone else in a job interview. That being said I think having the paper can help get you in the door in many places. When you apply for a job, most times people just expect you to have it. That's not to say they will never hire you without it, but it's just one conversation you don't have to have about why you never got your degree. Again to the OP, I would say if you have the time, money and inclination, it's worth it, but the bottom line is still motivation.
    25. Saying it over and over again for 5 pages, not just once, but in many different threads, constantly derailing other people's discussions... Is borderline trolling. Please stop trolling our forum.
    26. Saying it once was enough, dragging out 5+ pages of repeating yourself isn't helping anyone. Just stop.
    27. Of cource i has seen a guys with purchased university dipomas that know nothing. But i never seen a someone who able to understand and implement complexive tasks and not have a university degree. Objective truth is a common case, not a exceptions of common cases, that of cource possible. But in common case ever BA degree not enought basis to developt a complexive mathematically loaded software, not saying about a non-educated "developers". I just try to argue to question starter why university education is so importent to have a strong development skills and mind.
    28. I hesitate to ask this because it's tangential, but could you repost the code with different formatting? For me at least, consistent 2- or 4-space indentation and less vertical whitespace would make it easier to read.
    29. And yet, despite your ignorance, a great a deal of people without university education do understand and use those concepts. One prominent example from our field is John Carmack, who helped pioneer or popularize many commonly used techniques despite dropping out after just two semesters of university. Earlier in the topic someone mentioned an author who regularly presents at SIGGRAPH with no formal education. I don't single them out, but if I recall correctly at least one person who has responded to this topic is a very talented developer with extensive industry experience but no formal education. Your limited personal experience is not objective truth. It does not apply universally. I've worked with university trained programmers who are completely useless. I've worked with completely self-taught developers who are amazing. A whole spectrum exists in between. Please stop repeating yourself over and over - you're not helping the original poster, and no one is impressed by your multiple pages of grand standing. You've stated your opinion. Now let it go find stop dragging the discussion off topic with circular discussion of the same point over and over. Everyone knows you think university education is the be all and end all, you don't need to keep repeating yourself.
    30. Hi folks. We are actively working on the official story line for War to the Core and as part of the Forgotten Mines process we are following, we are doing it the agile way. Brainstorming ideas and distilling the best into a final form. So we are generating more written content that we need to funnel back into a single plot. This is where you come in, if you are a good writer (or a good critic). We are forming a panel (including a mix of our own members and external writers) to help guide the canon story progression. Your mission, should you choose to accept it, will be to provide early feedback on confidential story content before it makes it into the game. In addition to gaining access to early content and making history, you will also get an official mention in the game credits for your help. If you are interested, please get in touch here or on Discord: https://discord.gg/wartothecore. P.S. We have just added a non-canon story section to our website to lore content that did not fit into the game. This is open to all writers that are looking for some creative challenges and looking to get direct feedback.
    31. I fixed on meet a requirments for software developers qualification and on nothing else. Really i never seen a self-"educated" "developers" that able to understand a complite ready mathematical description of ever basic tasks for most fields related for gamedev such as proportional navigation, collision prediction and so on. As result thay unable to developt and debug a robust software at all and can get something anciently only by non optimul and much complexive ways. Obviuosly most of them just not qualified developers that unable to pass a university (and also goverment) exams for developers qualification.
    32. Yesterday
    33. @JoeJ I've implemented several variants - with octree and without octree. Currently I do use version without octree in production - while octree uses less memory (it's not that much less, considering that you still need to store 'bricks' in 3D texture to get hardware filtering), creating it or updating it takes simply too much time. For performance reasons (and due to requiring support for physics heavy scenes - e.g. lots of dynamic objects) I was even more aggressive, and at current point I don't even store anything apart from resulting direct diffuse color in 3D texture for VXGI/reflections. It is just single bounce GI then, yet good enough for most cases - and fast enough to run on laptops with integrated GPUs.
    34. If you are starting work with primitive assets until you have more solid mechanics, if you already have a game and want better assets working with an artist seems the way to go.
    35. Really employment today is not a warranty of employment tomorrow. Especially on such overheated marked as AAA gamedev nowadays. Just look to last year stats. Most of AAA has spend for advertismenst 2x more budgets than for development. Its mean that it bubble pumped increasing quantity (and quantity of unqualified developers too), withoud increasing of product quality. Shortly it bubble will blow up, and compaines that prefer to increase a number of developers instead to increase a depth of code abstractions will have no chances to survive on market, becouse by its way thay have a exponential growth of complexity with linear growth of quantity, and no growth of quality at all. It just will collapse like a dot.coms at later of 90-x. So it can be only recomendation to keep a position on it blowup - have a university education and not work for company that hire software developers without university education. Same thing will happend on web-dev field, but it will happend due to new web technology that will able to use same tools of rapid apps development that nowaday used for desktop interface building and data binding for both web and desktop.
    36. I guess it same tough to be a serious software developer anywere. Just assume that you have no option to google or take way to solution of your tasks from textbooks. Just becouse it just no texbooks exists or its don't describe a field such dipper and have only common recomendations that clear without its textbook . Only option that you have is to "drill" a field yourself using a fundamental basis that you have as your tool to find way for solution. Obviuosly well-organized by university basis will serve you much better then not linked mosaic of partial knowledge that is usuall result of self education. By the way it wery clear seen on tasks that exids university studied level of sciences, where parts found in result of "drilling" appear as pieces of mosaic that have to be assembled together. In case you tools to drill is a same unlinked mosaic it usually just imposible to find a solution by other way than anciently. Obviuosly self-"education" for software developers can not have a same quality as university education. Becouse university shows a scientific proven theories but ommit a tons of fashioned useless garbage that overflow a youtube and other resources. Really i never seen self-"educated" developers that understand such basic tools like surface coords or gradient search method, or just ever heart about such common-usage tools as concept of superposition or PID-regulation (while it a plenty of people with university education in other fields that understend and able to use its tools very well). But i seen a plenty of garbage code from self-"educated" smat-guys that very smarty converts O(N^1.5) non partiation optimized problem to O(2*n^2) into his "gurus masterclasses". And seen a plenty of project managers that asking advice how to get working a 300k lines "masterpieces" from "good expirenced" guys for set of specific-case solution where 10k of lines enought for universal solution.
    37. fleabay

      "Nice" tweakable S-function

      Sorry to go off-topic. What is 'reload' in the URL? I've never seen it and I can't make sense out of it by changing values. I don't understand how you got that URL or how it works.
    38. Ben Walker

      O'VERDRIVE Post Mortem

      Post mortem: O’VERDRIVE In the future, all crimes have been successfully wiped from the streets. Bored, and in fear of losing their careers, the future cops built a time tunnel using the magic of science. Into it, they put all the past crimes. You are Max O’Verdrive, a future cop of the clan O’Verdrive with a passion for justice and a cool car. It’s time to keep the street clean. Of crimes. This is the introduction to my latest game O’verdrive, now I say latest game but it was technically finished around April this year I just hadn’t made it public yet. First a little backstory of the game. Backstory For those who haven’t read my blogs before, I’m a student at SAE Qantm, during my spare time last trimester I had a couple of goals: · To make an endless runner · To make a mobile game So, after some planning I came up with the initial concept, a multi-dimensional endless runner based on 80’s nostalgia. The plan was to have it finished to show at SAE open night which was about 6 weeks away from the start of the project. The initial intent was for it to be made first as a pc game then modified to become an app, however time constraints limited this. Why O’VERDRIVE? I made a pitch to my teachers and after bouncing ideas off each other, the game became more and more ridiculous. Eventually ending in a Scottish future cop. What went right 1. Design / planning process In the past I’ve suffered from something I like to refer as “developers’ enthusiasm”, getting caught up in the wonder and idea of the game and just wanting to make that thing a reality, by starting development straight away. With O’VERDRIVE I took the slow approach for once, I spent the first two weeks just planning everything, the game design, the systems design and the aesthetic without laying a hand on unity or visual studio. I then took these ideas to other developers I quickly identified issues before even beginning. Honestly this was the best decision I made with the project and resulted in far less issues than previous projects. 2. Style I always knew that I wanted 80’s nostalgia but what did that look like? In the planning stage, I spent a heap of time collecting pictures, influences, fonts and color palettes to decide on the style I wanted to portray to my audience. Even creating an attract mode for the introduction to reflect early 80’s arcade machines. Attract Mode Overall, I was very happy with the success of the intended style as it was picked up by most of the players on release. 3. Release This went off without a hitch, I had a working version by the time of the event (relatively bug free). I had a section with multiple computers set up and monitored for the event and overall the response I got from both the game and the time frame it was built in was very positive. Multiple people commenting on the art direction What went wrong 1. Scope The initial intent for the game was to have multiple vehicles with separate abilities that you unlocked in a progressive format, however considering the dead line of this project and the fact I was doing it in my spare time after all my uni working. Things had to be cut for the release date, currently there is only one car (which was intended to be an end game vehicle). 2. UI This is something I’ve always approached near the end of the project, because this was left as a after thought having correct UI for different screen sizes is something I definitely need to focus on for future projects. I’m making this game for all sorts of different screens and computers and need to take that into consideration. Conclusion I have mixed feelings about this project, I’m proud of the design process I used to make O’verdrive and it resulted in a working game by the deadline but I can’t help but feel like it could be so much more. I was happy with the feedback too, I think that was by far some of the most important information I could use for future projects. Should I continue working on this? Let me know in the comments below Development stats · Developer: Ben Walker · In Game Music: Brook Wakeham, Jack McBryde & Riley Guerin · Release date: April 2018, P · Link to game: https://walkies3.itch.io/overdrive · Length of development: 5-6 weeks (spare time) · Development tools: Unity, Photoshop, visual studio, audacity, MagicaVoxel
    39. Dirk Gregorius

      "Nice" tweakable S-function

      Then you will appreciate this one as well. Accidentally stumbled over it yesterday: https://www.youtube.com/watch?reload=9&v=mr5xkf6zSzk
    40. Math can not be outdated. And it is main tool of programmers. It required to get in to task field that for most tasks especially related to gamedev (same as for FA/CADs and many other fields) described by sets of differential equations. Anything else not so significnt but sometime very helpfull. For example now i have a more CPU chahe than has a RAM when began, and much more ram than was HDD capacity on my first PC. So obviuosly it much easy to make complexive simulations realtime. Really scrolling of screen and ever 3D rendering nowadays dont require to be completely made on assembler to work smothly, so it much simple now than has been on my studing years. C++ that i use has only minor (yet) but very helpfull on some cases changes during its years, that allow to make code much shorter and reliable (really online members initializations, constexpr and type-traits intrisics has make many triks muck simple and better readable ). So anything become a much easy, much closer to pure math. Really it was a very tricky to implement ever a basic software 3D render on 33MHz hardware where a ever integer multiplication has take 2*n cycles where n is a multiplier in comparsion with modern hardware that able to produce a matrices in just a 4 cycles on 3.3GHz CPU.
    41. Thanks for the help. Looks like I'll have to "buff out my stats" and get better at making do with what I find at the asset store. In general what I'd use it for is exploring some game ideas ranging from 3D shumps like alienation to platformsers and messing with some of the ideas in dead cells. I guess a part of the issue is that I get interested in playing with a few different styles of game but when I sit to start I hit this asset issue. I feel the asset that really gets me is animation and I have a feeling that this is a hard one to learn. At least good to know it's a part of the struggle / dilemma. I'm of the camp that unless you've worked together before the artist typically comes after a prototype.
    42. It sounds pretty tough to be a software developer in Ukraine (if Fulcrum is to be believed). It's funny though. Fulcrum studied between 1995 - 2000 (mentioned in an earlier post) and insists that a degree/masters is essential to getting a job, yet I wonder how relevant that 20 year old knowledge is today? If its not possible to learn new subjects outside of a university (as Fulcrum seems to insist) then how does he/she keep their skills up to date?
    43. You're too fixated on getting the piece of paper -- that's not what I was talking about in the section of text you quoted and responding to. I'm talking about people studying at home with no intention of getting a qualification. Whilst not everyone chooses to do so, that's something that's becoming increasingly easy to do and which a lot of people do choose to do. Yes, there are benefits to formal education, but talking specifically about one of those benefits -- exposure to topics you may not otherwise be familiar with -- it is entirely possible to gain that benefit without ever getting a degree. A growing number of degree level courses have made their learning materials freely available online, making this easier than it has ever been. I'm not saying properly qualified developers aren't often more capable than those without formal training, or that there aren't often problems with the code written by those developers -- hell, a lot of formally trained and qualified developers also produce terrible code -- but I am saying that isn't necessarily important to the question at hand. Let me separate this from the rest of the text and make it bold so that it stands out for you. Your opinion of formal education and qualifications is just an opinion and doesn't necessarily relate to the original poster's employability. All the examples and arguments in the world will not change that. Continuing to give more examples, therefore, isn't really taking the conversation in a useful direction.
    44. Hello, I'm new here, I'm currently taking a 2 and a half year college course on programming. We're going through C algorithms, C# basics because we just began with C# and some Unix/Linux stuff. We're at the 2nd year of college, previously to that we mostly studied Linear Algebra, Boolean Algebra, and Statistics for the mathematical foundation of programming and we learned some C. At the end of the year, I'll have to have the final class project ready. I've decided to build my own 2d platform game from scratch, using only the C language and SDL2 to make the job easier. I'm a bit of a Mario fanatic, I have all of the Mario games available on the Nintendo 3DS I own so I'll want to make it similar to Mario. I'll be building it on Visual Studio community but I want the code to be portable enough to be easy to compile it on Linux and MacOS so as to expand on the project in the future. Can I get some advice on this, please? How do I start? I already know some C but I haven't done any 2d programming, closest I came was making lines and squares with an opengl library called glut.h at in a recent college course on graphics programming. It didn't involve SDL. Thank you,
    45. Bearfoxbear

      Sleep Tight

    46. Of cource uneducated developers trying to work for foreigin countries where is no demands to degree, also local web-dev companies that on most works for foreigen clients ever prefer to hire uneducaded developers, just becouse educated ones dont want to works with garbage codebase that its companies have and antiscientific "methodologies" like scrum/agile. Really it "companies" able to make a simple landing page or customize/configure ready web-shop scripts. But with little bit complexive tasks thay anytime fail. Related to software development required qualification obviously can not be ontained without everyday home studing together with university classes. Really it possible here to study complete at home, then come to university, pass all required exams and got a diploma. But latest known person that has really done it was a Granfather Lenin into 19 century. Also from soviet time we have a homestudy form of education, on wich students takes a homeworks and list of required textbooks from professors and then pass exams together with fulltime students. Its kind of students usually have so low level of knowledege and skills that IT-related branch have no it form of education at all. Really it clearly shown by rules to enter a university. It is set of exams for each faculty, person who not get a minimum points required for each exam not pass at all. Other persons have a competition of points to get a government paid education and scholarship. It approximately 2/3 of places into the classrooms. Other 1/3 places taken by students that paid for education themself or have a company that paid for his education and want to employee it student after finish of education. Its students pass without competition of points, just required to have a pass quantity of points on each exam. Same competition for government paid places on homestudy classes. So obviously by its system persons that study fulltime most skilled and have a top level of prerequired knowledge to get in profession, "homestudents" have a lowest possible do get in profession level of knowledge, and person who has not got to a university have no prerequired knowledge and skills at all. Really i know many guys that not a educated programmers but is a successfull self-employed web-developers. But anybody of them have a analogical to Master degree into other, not related to IT engineering field (like machinery building and so on) and perform only simpliest works.
    47. That story shows that education and specific knowledge is required to solve certain tasks, it has absolutely nothing to do with degrees. While it may have been true that none of the non-university students undertaking it solved the problem in that case, there's no reason someone might not have undertaken that study at home and therefore been able to study it without a degree qualification. More importantly, however, it bears no strong relation to the topic at hand: whether or not a degree makes you more employable. It's apparent from many of your posts that you have strong feelings about education and qualification within the field, but I will remind you again that those are just that: your opinions. Regardless of any argument you might put forward in support of getting a degree, the simple reality is that in much of the world having an established work history is valued more highly, and if you've managed to land a first job and perform it to a basic level of competence a degree may not be required to find subsequent work, achieve promotions, etc. To be absolutely clear, I actually agree that formal education can be beneficial and that people will often learn things they may not have been exposed to elsewhere -- but keep in mind the question that we're actually responding to. when judging the importance of that opinion.
    48. Ok. Let i told a story that not related to papers where degree specified but related to fundamental basis that university began to give from first day. Every year we have a competitions on sciences betwin secondary and high schools students. It have a different levels. First is school level, than a city level and so on. To pass a next level it required to take a required percent of points . On my last high school year on regional competitions by CS has take a part approximately 35 persons of my year from region with total population over 7 millions. From my 500k city it was 2 persons. Obviously it was a most smart and self motivated persons that really love a programing, becouse i has seen about anybody of them on previous year regional competitions and on regional competitions of school-boys made software that works in non-regulated production, so about anybody of competitors already has a real development expirience. Later about anybody of its 35 person became a top-level developers and scientists. But on competition we have a 2 tasks. One of its tasks nobody of competitors has not been able to solve. Just becouse it involve math that not studied on high school. On 2-nd university month any of university students has been able to solve it task just in one line of code. And it not enought to just google a solution becouse it comes from properties of cross production, so to use it in wide range of similar task required to understend its properties inuitively. And its just a basics that university give on first month. With more complexive theories situation of cource much harder. Where a very smart and expirienced "programmer" ever dont know what branch of math and other theories to explore, just enought educated programmer instantly see wich same mathematical tools required to solve task.
    49. Hi guys, I have been testing and I have understand much better the logic of the collision. I also separated each side with a boolean and I check the x axis collision and then, the y axis collision. My only problem now is that when the right side or the top side collides, I am checking with >= and this causes true in all cases for right, not allowing to check the next else if for the other side if (collider.intersects(mapCollider)) { if (direction == Direction.WEST || direction == Direction.EAST) { // Right collision if (collider.x + collider.width >= mapCollider.x) { isCollisionRight = true; } // Left collision else if (collider.x <= mapCollider.x + mapCollider.width) { isCollisionLeft = true; } } if (direction == Direction.NORTH || direction == Direction.SOUTH) { // Top collision if (collider.y + collider.height >= mapCollider.y) { isCollisionTop = true; } // Bottom collision else if (collider.y <= mapCollider.y + mapCollider.height) { isCollisionBottom = true; } } } I tried to limit the sides check, but I return to my first problem, The player can't slide. if (collider.intersects(mapCollider)) { if (direction == Direction.WEST || direction == Direction.EAST) { // Right collision if (collider.x + collider.width >= mapCollider.x && collider.x <= mapCollider.x) { System.out.println("right"); isCollisionRight = true; } // Left collision else if (collider.x <= mapCollider.x + mapCollider.width && collider.x + collider.width >= mapCollider.x) { System.out.println("left"); isCollisionLeft = true; } } if (direction == Direction.NORTH || direction == Direction.SOUTH) { // Top collision if (collider.y <= mapCollider.y + mapCollider.height && collider.y >= mapCollider.y) { System.out.println("top"); isCollisionTop = true; } // Bottom collision else if (collider.y <= mapCollider.y + mapCollider.height && collider.y + collider.height >= mapCollider.y) { System.out.println("bottom"); isCollisionBottom = true; } } break; } Thank you so much.
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