1. Today
2. ## Programming portfolio and resume feedback

@Amperian do you have a personal photo in your linkedin? You need that. Try to look nerdish, but hot at the same time, in case a secretary from the opposite gender is reading your resume.( I can spend a whole day taking hundreds of photos of myself for my resumes ) I think lazy recruiters could skip your application the same way people skip profiles without photo on dating sites.
3. ## Overengeneering Modularity

Just create folder called include and place any shared headers to it folder. For code that not just a inlined templates and require to add a dependencies make folder libs, a static libs project that have all depndencies compiled in and specify it on #pragma comment (lib, "") on related header by concept one header=one lib . Add all libs to solution in case you need to rebuild libs later. Add a include and lib path to projects settings and output targets of libs projects. And no any nightmare any more. Just include required header and enjoy.
4. ## Bits & Pieces Music

Good morning and Happy Friday! It's been a while since I uploaded a track, so here you go! This is a somewhat experimental track for me, but is still part of my "The Forgotten Legend" project. I added some vocals and still wanted to keep somewhat of an old school RPG soundtrack, while incorporating some more realistic drums. I think it turned out pretty good, but I may need to tweak some of the audio in some parts, as I feel certain riffs are overpowering the others. Your feedback is greatly appreciated!
5. ## Overengeneering Modularity

I personally prefer to have modules separated by projects. However in C++ managing dependencies betwen projects can be a nightmare. Monolithic seems to be more preferable in C++ due to lacking of necessary tools I guess.
6. ## Overengeneering Modularity

How you separate your modules can be argued different ways, however you should make a distinction between LIBRARY functionality and modules specific to your engine / app that actually contain data. Things like Vector, Quaternion, Matrix, templates all should go in libraries (static or just pull in the source as a dependency) that you can bring in any where you need them. This is like the way you might use e.g. STL.
7. ## Overengeneering Modularity

It is root of problems. SCRUM and other pseudo-methodologies do not work with complexive projects. Only metodology for complexive mathematicaly related projects such as game engine is waterfall. Just separate task to subtask and make each component complitely and universally before start another one. By this way yo will never need a refactor already made components. Really any iterational development have a exponential growth of complexity with linear growth of functionality due to refactoring of temporary-made components. Canonical development strategy mathematically proven give a exponential growth of functionality with linear growth of complexity due to universal realisation and reusing of each subcomponents.
8. ## Overengeneering Modularity

Do you really have a "core component"? Module dependencies form a direct acyclic graph; there can be any number of high level consumers of many dependencies, such as the different engine variants of each game (using almost everything) or the mentioned matchmaking service (probably using network server and player database modules). On a more technical level, you should try to split currently large and incoherent header files into more manageable and faster to compile fine-grained ones, but it doesn't mean you should split everything else: related headers and the respective implementations can reside in the same VS project, the engine can be consolidated into a few static link libraries (probably only one), and you probably need only one source control repository. Only independent projects should be completely separated.
9. ## Programming and Higher Mathematics

THIS is the core WHY, I think. If one wants to be no more than a monkey-coder making code from detailed specifications (and I've worked with a lot of people like that), then you can get away with a limited knowledge of Maths. If one wants to actually look at a real world problem/need and be able to specify, design and code the system which addresses that problem/need, then you need all the tools you can get in your toolbox, especially Maths as for most things it has a tool or other that works or at least helps.
10. ## Use orbiting planets in 4x game?

Yeah I think thats way off scope for my game I will have a 2d map for movement, and ships can travel between star system using "starlanes". Star system will be fixed and no gravity used for movement. My question was rather if planets should orbite the star inside their static star systems. And I now think they should not.
11. ## Checking if a DLL is present

Thanks guys. This is probably a case of me over thinking things - LOL
12. ## Use orbiting planets in 4x game?

It depends. Stellaris an other games do travelling completely wrong (at least from physics point of view). If you'd start moving planets around the star you would need to introduce physics - the concepts of gravitational based motion for planetary bodies. Side off topic note: This would actually make your star systems generator and galaxy generator a lot better, and not just randomly generated systems that doesn't really make much sense at all (like in Stellaris case). Downside would be that you could actually end up with real sized star systems and galaxies - not many people realize how BIG is the universe, for that I'd recommend visiting this size-aware map of Solar system http://joshworth.com/dev/pixelspace/pixelspace_solarsystem.html Path finding and generally gameplay would be tricky - as the transfers between planets are known as 'Hohmann transfers' - you basically accelerate in direction of planet velocity around the star if you want to travel further from star, or against it if you want to get closer to the star. This can take huge amounts of energy or huge amounts of time (depending on what are the phasing angles of both planets). Introducing this would add a gameplay feature, yet it definitely would be confusing for players who have no idea how orbital mechanics work. A typical example that could teach you how it is done is Kerbal Space Program - and along with that - what should be the audience for your game? If those people are sci-fi and space enthusiasts it may as well be a good concept to throw in, and it will force you to think in regards to how orbital mechanics work - but certain group of 4X players certainly don't care about the concept and will not learn about it (for them the game will seem way too complex). Kerbal Space Program did this quite right - it focused on specific audience that was extremely interested in such concepts.
13. ## noob questions

Search "Unity standard assets" or "Unity essential assets" it has all the basic assets for games. It is provided for free In fact grab any assets that interest you from this list provided by unity: https://assetstore.unity.com/publishers/1 It also has some shaders and effects that you will probably use long after the prototype stage. The nice thing is that these assets show how Unity expects its engine to be used. One thing you will realize about games is that the visual part is only feedback. You could easily program the full game with only cubes. Art only serves to show the player what is happening in the code.
14. ## Use orbiting planets in 4x game?

Cool, thanks for your thoughts on the subject. Having them static makes pathfinding a lot easier
15. ## Programming and Higher Mathematics

Of course STEM classes of high schools here have basics of calculus like theory of limits, basics of derivatives and integrals. But first university year studies it on much higher level than 2 years of high school. Trigonomerty really studied in secondary school
16. ## Programming and Higher Mathematics

First of all, ... trigonomy, calculus, etc. are what we studies in high school here. It's not exactly higher level of math. Secondly... Computer Science is a branch of mathematics. These subjects might be carried over from mathematics program. It might not help you to be a good computer scientist, but since computer scientist are also kind of mathematician so you're expected to know a little bit of them....
17. ## Evenly distributed point cloud for a grass renderer on a sphere

Some random stuff i've found after a quick search: https://www.microsoft.com/en-us/research/video/parallel-poisson-disk-sampling-spectrum-analysis-surfaces/#!related_info https://pdfs.semanticscholar.org/8902/d3e1bd3c521d7233dd0f02f649d7f5c63253.pdf ...but there's tons of research on this. Beyond uniform random samples, for more interesting procedural generation also vector fields are a primary tool, e.g. https://www.cs.cmu.edu/~kmcrane/Projects/TrivialConnections/paper.pdf Of course all this is lots of work and likely requires preprocessing, but simple random procedural stuff is usually too boring, so worth to consider / keep an eye on. Then you could use any procedural texturing approach by neighbour sampling like a cube map does. To counteract corners being more dense, you would need to use a ratio (texel <-> surface area) to adjust splatting density. Of course this breaks with cliffs / steep mountains but might be good enough.
18. ## Programming and Higher Mathematics

May be it language issue, but on slavic languages anything of it called engeenering. By other world anything related to any tech (not machinery or construction only) or ever chemistry and economy, that require to find way how to solve tasks and prove it solution by calculations/mathematical theories doing by persons that have qualification engeener of related field. For eхample engeeneer-programmer, engeneer-builder, engeneer-economist or ever engeneer-mathemathic and so on.
19. ## Programming and Higher Mathematics

Really only university studied coursee that i never used into real developdment is a operational calculus. But main concept of it - to transform task to basis/space where it easy to solve and than transform results back used very very often If you have deal with robotics, CAD/CAM, physic process simulations or any other real-world related task you will requilre it much more then for gameplay an graphics programming. Of cource theory of graph, theory of sets and many other theories required not less than calculus and lenear algebra. And theory of complexity required anywere, becouse it applicable to any kind of tasks regardless where same algo works.
20. ## Programming portfolio and resume feedback

Well the candidates have to go through a few stages of filtering first. So it's only a few candidates a year that came to me. I can spend my leisure time to skim through those code. Plus I can book my time against it :). The point is, I think many of the interviewers do read your code if you put it on your repo, although not all of them. Just leave the link there and they will look through it if they are interested (it doesn't take much space anyway). Also, it can be a plus if you have contributed your code to or join open source project.

42. ## Writer Looking For A Collaborative Project

would you like to chat about a possible collaboration? i am a 2d artist i am really good at adobe photoshop been active in photoshop since i was 18 i am 36 now.

44. ## Programming and Higher Mathematics

Well, from my perspective of 20 years which was mostly outside Game development: Computer programs are Logic constructs which is actually Maths. In fact, having gone to Uni into Physics, my very first Programming course was showing us how it could be done entirely as a Maths construct. Trignometry is essential in Games programming as a lot of what ends up as code are 2D and 3D calculations. Probability, Statistics and Queue Theory are essential in figuring out things like how much load peak load can be on a system or things like the likelyhood of system failure given the likelyhood of failure of each redundant sub-system. By analysing these things one can make appropriate choices when designing a system in terms of how much error margin to add or how much effort to devote to dealing with recovering from certain kinds of failures. A number of other Maths elements go into things like Neural Networks or Genetic Algortithms. Other complex AI techniques might involve Monte Carlo Simulations, which is a Numerical Analysis thing. Further Numerical Analysis might be used in things like finding formulas that fit desired points so that you create a continous curve that matches a set of desired waypoints. Or at least in understanding how Bezier curves work. Things like derivatives and integrals are used in simulating physical processes (so, in Game making also) as well as things like understanding how a discontinuity in the first order derivative on a surface curve would cause artifacts in specular illumination (usefull if for example you're doing mesh generation). If you're doing games which are simulations you probably want to know about positive and negative feedback loops and maybe some of the basic stuff that relates to Economics. The maths that relates to Economics is also used in things like multiplayer games which have some kind of Economy. For certain kinds of mesh/texture generation it might help to at least know what Chaos Theory is. Beyond that, if you're doing Tech in business domains other than Games, certain disciplines often turn out to be useful in understanding the Business and making software for it (just like Trignometry and Calculus, for example, are very important in most Game development but not at all in most other programming areas). More in general, to me personally it always worked well to be able to understand WHY and HOW things works rather than merely use other people's code, and for that it helps to have a deep groundwork of understanding in, amongst other things, Maths.
45. ## BenchmarkNet (Stress test for ENet, UNet, LiteNetLib, Lidgren, MiniUDP, Hazel, Photon and others)

Post what you want changed in this thread and I'll move it.
46. ## Looking for NSFW 2d artist

i would like to join i am an artist that works in adobe Photoshop drop me a message if you would please so we can chat:)

48. ## Composed for horror VR title

Hey guys! Check out the new environmental trailer for Reiko's Fragments, a new horror VR title. I am currently the composer on the project and would love to hear what you guys think!
49. ## Failing to draw faces in normal way

So I loaded the model as provided in private message. This is the result in my engine : So the good news is that your model is fine. The bad one is that there's a problem with your code I suspect that you simply provide the vertex of half the triangles in the wrong order, causing them to be culled. Do you have any backface culling active? That's what I wanted to see when asking you to move the camera inside the teapot. For example if I do that on my side we get this :
50. ## Programming and Higher Mathematics

I've been wondering why universities require Computer Science students to take a lot of mathematics classes. What sort of things will higher mathematics such as trigonometry, calculus, etc. help me achieve with computer science? I'm especially interested in programming.
51. ## BenchmarkNet (Stress test for ENet, UNet, LiteNetLib, Lidgren, MiniUDP, Hazel, Photon and others)

Thank you, I would prefer the first option if that's ok. 😅
52. ## BenchmarkNet (Stress test for ENet, UNet, LiteNetLib, Lidgren, MiniUDP, Hazel, Photon and others)

I could help with that, or you could just post a new message!

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