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    1. Past hour
    2. Lailson Cristiano

      Brazilian Worker

      <a href="https://www.scirra.com/arcade/adventure-games/brazilian-worker-4260" target="_blank" title="Free addicting game"><img alt="Brazilian worker" src="https://www.scirra.com/arcade/images/4260/card1/brazilian-worker.png" width="400" height="100" /></a>
    3. fleabay

      Are you Ready to develop game using Unity3d ?

      Thank you, I needed that.
    4. Hi Zakwayda! Yeah that implementation solved my problem, I can slide, because it checks the collision in terms of collision deep. My actually code is this one, ... move method ... Direction collisionDirection = Direction.NONE; // Check collisions for (Rectangle mapCollider : belongsToLevel.tiledMap.mergedColliders) { if (collider.intersects(mapCollider)) { collisionDirection = MathUtils.getRectangleDepthSideCollision(collider, mapCollider); break; } } if (direction == Direction.NORTH && collisionDirection == Direction.NORTH || direction == Direction.SOUTH && collisionDirection == Direction.SOUTH) { pos.x += xMove; } else if (direction == Direction.WEST && collisionDirection == Direction.WEST || direction == Direction.EAST && collisionDirection == Direction.EAST) { pos.y += yMove; } else { pos.x += xMove; pos.y += yMove; } } // Move method ends // Collision method in MathUtils.java /** * Gets the side of collision in depth between two rectangles. * @param collider * @param obstacle * @return */ public static Direction getRectangleDepthSideCollision(final Rectangle collider, final Rectangle obstacle) { 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; // Detect if is collision (done with intersects) //if (Math.abs(dx) <= width && Math.abs(dy) <= height) { if (crossWidth > crossHeight) { if (crossWidth > -crossHeight) { System.out.println("Top!"); return Direction.NORTH; } else { System.out.println("Right!"); return Direction.EAST; } } else { if (crossWidth > -crossHeight) { System.out.println("Left!"); return Direction.WEST; } else { System.out.println("Bottom!"); return Direction.SOUTH; } } } I am very grateful for your help
    5. the incredible smoker

      Are you Ready to develop game using Unity3d ?

      I dont know, i want to help my friend with unity, if he starts his program i only see C# code, you can not fill in any C++ code. They should support C++ in the unity edittor without extra stuff, i,m not going to search the whole internet if something might be possible and try additional downloads, it is not for my own game and not on my own computer. I am certainly not going to learn C# because unity say so, i program C and C++ they should understand.
    6. Just a hunch but I'm guessing we may be waiting indefinitely before seeing any evidence of work from Fulcrum.
    7. orbit93

      Project Pi

      Story Preview: You are a billionaire, and owner of a software developing company. Your company's latest software, Regenerate, is capable of restoring a computer's software in case of a virus. You find yourself in a meeting room one day with no particular memory of what the meeting was about, or how you even got there. Trying to shrug it off, you go home only to get into an accident. Rather than going to a hospital, you regain consciousness in the meeting room. This repeats itself three more times, and leads to even more tragedy with each iteration, with the death of those close to you, and winding up in a psychiatric hospital. Game Description: This game is an open-world RPG with unique and intense storytelling. The game is sub-divided into 2 Acts, each Act containing 6 Chapters (or Episodes). The world itself is divided into several islands, some of which are inaccessible until later in the game. The free-roaming elements include buying businesses (you're a billionaire, after all), and building relationships. There's over 50 collectibles that can be found. With the right blueprints, they can be combined, with over 5000 possible results. You may also pick up various personality traits in the game. Increasing certain traits will change the player's personality, and how others react. For example, ranks in the "Aggression" trait may cause you to engage in more fights. This game is not meant for children and may contain disturbing content. Character Description: John Caleb "The Billionaire software genius who developed a computer program which has capability to reverse the effects of a virus and restore OS back to its original state. He named this software “Regenerate” and later named his company after this program. He has a very calm, growing and straight forward personality. Most people are afraid to adapt to change, He’s not." Sezler "The Billionaire playboy who helped John Caleb in the development of Regenerate. John trusts him with his life. He has been with John since high school. He is smarter than John. It’s only because of him that “Regenerate” has been able to grow to this day since 2006 when usually the small time companies are absorbed by the richer and meaner ones." Stacy "A professional emotive painter. She enjoys drawing emotions of people, she views the world differently than the rest of us. She lost her parents in a car accident when she was young. She was raised by her grandmother. She went into emotive drawing because of the loss she suffered at a very young age." Prominent Features: - Extensive in story missions - Real time cut scenes - over 32 main missions - over 50 side missions (contains hidden story content) - Play time: +10 hours - Music rich - Open world - Day/Night system - Dynamic weather system - Character development - Skill system - Turn Based Battle system - Real Time Battle system (RTB) - 50+ resources - Resources meshing - 2 Currencies (Cash and research) - Business development system (Purchase start-up business and increase your daily income.) - Education System (Use the in-game college to learn new skills.) Project Pi Website
    8. Hello, I have regular matrix-based skinning on the GPU working for quite a while now and I stumbled upon an implementation of Dual Quaternion skinning. I've had a go at implementing this in a shader and after spending a lot of time on making small changes to the formulas to make it work, I sort of got it working but there seems to be an issue when blending bones. I found this pretty old topic on GameDev.net ( ) which, I think, describes my problem pretty well but I haven't been able to find the problem. Like in that post, if the blendweight of a vertex is 1, there is no problem. Once there is blending, I get artifacts Just for the sake of just focussing on the shader side of things first, I upload the dual quaternions to GPU which are converted from regular matrices (because I knew they should work). Below an image comparison between matrix skinning (left) and dual quaternion skinning (right): As you can see, especially on the shoulders, there are some serious issues. It might be because of a silly typo however I'm surprised some parts of the mesh look perfectly fine. Below some snippets: //Blend bones float2x4 BlendBoneTransformsToDualQuaternion(float4 boneIndices, float4 boneWeights) { float2x4 dual = (float2x4)0; float4 dq0 = cSkinDualQuaternions[boneIndices.x][0]; for(int i = 0; i < MAX_BONES_PER_VERTEX; ++i) { if(boneIndices[i] == -1) { break; } if(dot(dq0, cSkinDualQuaternions[boneIndices[i]][0]) < 0) { boneWeights[i] *= -1; } dual += boneWeights[i] * cSkinDualQuaternions[boneIndices[i]]; } return dual / length(dual[0]); } //Used to transform the normal/tangent float3 QuaternionRotateVector(float3 v, float4 quatReal) { return v + 2.0f * cross(quatReal.xyz, quatReal.w * v + cross(quatReal.xyz, v)); } //Used to transform the position float3 DualQuatTransformPoint(float3 p, float4 quatReal, float4 quatDual) { float3 t = 2 * (quatReal.w * quatDual.xyz - quatDual.w * quatReal.xyz + cross(quatDual.xyz, quatReal.xyz)); return QuaternionRotateVector(p, quatReal) + t; } I've been staring at this for quite a while now so the solution might be obvious however I fail to see it. Help would be hugely appreciated Cheers
    9. Isn't the collision normal only used to calculate a sign, while its exact direction does neither effect collision impulse nor contact force? (I may be wrong... too much time has passed) And complaining against missing COM / inertia tensor offset functionality is really exaggerated, because a need for this is very rare. That's like complaining against the approximate 3 number representation of inertia everybody agrees upon, although not every real object has a mass distribution of an ellipsoid. The point i try to make is that games are made without targeting realism at all, and problems are solved with hacks. The dead ragdoll jitters? No problem, increase sleep threshold. Player can push a car because both have a mass of one? No problem, make car unmovable by player. The barrel jiitters if the player holds it against a wall? No problem - add forcefield GFX to the gravity gun and make hold object wobbling all the time -but turned into feature, problem solved. Isn't that how the majority of games are made? Even simulation games?
    10. Today
    11. a light breeze

      Requesting a code review

      There's a fair amount of code duplication between players one and two that could be eliminated by having an array of players instead of separate playerOne and playerTwo variables. It's not a big deal for a small project like this, but imagine what would happen if you wanted to allow two-player competitive matches. Or computer-vs-computer attract-mode matches. Or more than two players.
    12. Does that code work? Or is the behavior still incorrect?
    13. That has give enought knowledge of basic of CS, coding, calculus and linear algebra that enought to invent something simple like a Wolfenstain 3D engine.
    14. Zakwayda

      Requesting a code review

      Looks good. Here are a few ideas: - There are arguably potential benefits to making things immutable (function arguments, local and member variables, etc.) and unextendable (classes) where possible, which in Java means use of the 'final' keyword. This may largely be a matter of personal preference, and I think some developers may consider liberal use of 'final' in Java just to be noise. Also, in a small-scale project it probably doesn't matter much. Maybe you're already aware of this and just prefer not to use 'final' liberally, but I thought I'd mention it, just in case. - Following on what lawnjelly said, something to try in future projects would be greater flexibility with respect to resolution and perhaps aspect ratio. Ideally, you'd be able to set the resolution in a single location and have the game adapt automatically. - Perhaps keep DRY ("don't repeat yourself") in mind. For example, it looks like at least a couple classes contain similar camera and screen-clearing code. Perhaps this could be refactored into a base class or shared module.
    15. Zemlaynin

      The Great Tribes

      Album for The Great Tribes
    16. Thank you for answering Alberth. I'm aware of how video game franchise licenses work, I also aware of how overly strict Nintendo are with their franchises. Sega seems to be a bit more permissive when it comes to Sonic fan games. I'm more interested in the mechanics and the tech behind platform games and how the graphics work. I don't intend to use any franchise names. Do you know any good programming resources for learning SDL and C for game programming? Maybe a few articles from here or another website?
    17. Riiiiiiight ........ OK I don't think I'm going to discuss this further here. I'll let blog stand on it's on in the upcoming months. Also it'll be interesting to see what you come up with.
    18. May be here education standart little bit higher, becouse as you says Masters in western countries usualy stays into universities for researches and assistance and so on after get a diploma, that very similar to Majisters here, that is teir 8 and require a 6 years of university, and usualy no more than 1-2 persons from class come to it. But Specialists (that is same 7 level as Masters) intended to work as developers. Same for other fields such as economy, machinery and so on where Specialists work as usual engineers to. Again IT industry not is a software development only. It also is a suppots, system administrators, data entry, and anything else not involved to software development that called here "anykeyers".
    19. 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?
    20. 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.
    21. 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!
    22. 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.
    23. Greedy Goblin

      Reverse-Normal 3d Outline Tutorial

      That's awesome! Nice tip.
    24. 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.
    25. 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.
    26. 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.
    27. 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! :)
    28. 8-bit like in Nintendo or Atari? Why not 64 bit? Everyone will soon use 64 bits
    29. 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
    30. 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
    31. 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.
    32. 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
    33. 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.
    34. 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!
    35. 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
    36. Sure, I'll repost it later this Sunday. Josheir
    37. 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.
    38. 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.
    39. 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.
    40. 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.
    41. Saying it once was enough, dragging out 5+ pages of repeating yourself isn't helping anyone. Just stop.
    42. 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.
    43. 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.
    44. 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.
    45. 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.
    46. 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.
    47. @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.
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