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    2. @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. Fulcrum.013

      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. BitsNPiecesMusic

      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. mr_tawan

      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. lawnjelly

      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. Fulcrum.013

      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. LorenzoGatti

      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. Aceticon

      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. suliman

      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. DarkRonin

      Checking if a DLL is present

      Thanks guys. This is probably a case of me over thinking things - LOL
    12. Vilem Otte

      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. Scouting Ninja

      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. suliman

      Use orbiting planets in 4x game?

      Cool, thanks for your thoughts on the subject. Having them static makes pathfinding a lot easier
    15. Fulcrum.013

      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. mr_tawan

      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. 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. Fulcrum.013

      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. Fulcrum.013

      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. 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.
    21. MTStudios

      Passages

      (https://www.codester.com/items/9352/passages-buildbox-template) Passages is a new and original game which has never been done before and is nice change of pace from the typical mobile game. We all want our games to be hits which is what we keep in mind when building these templates, get your money's worth with this template and have your next 5 star game! The answer to standing from the rest is this template. With a never been done before level selection paired with the unique, intuitive, and elegantly designed game-play you will be sure to stand out from others. For the price of $35 you will have full access to game, settings, formats, and assets to set the course for you to be the next trendsetter. (comes with full-support of course) Passages uses a unique UI/UX set up for the level selection to keep the player intrigued. The game posses a new style of playing where multiple portals to allow the player to complete the level by navigating from platform to platform until they reach the final tower. Players must select the right cube to move to the next platform but must be careful that they don't select the wrong one or the game is over.
    22. Oberon_Command

      Programming and Higher Mathematics

      As I'm sure you'll discover, trigonometry and calculus are not exactly higher mathematics. Those requirements are usually come from a notion that studying that kind of thing will prepare you for the other, computer science-y math that you'll have to deal with. There's a certain assumption that going into your program, you're familiar with the notations that you would learn in those subjects, eg. sigma notation for summations. They expect you to have some amount of basic knowledge going in so they don't have to drag everyone up to standard in the first year. A lot of the "theoretical" computer science classes will essentially be discrete mathematics courses. Those are the courses where you'll learn things like basic set theory, graphs, propositional logic, and complexity theory. In addition to that, most universities require CS students to take some amount of "actual" math and statistics, of course, though typically less so than physics or engineering students might and with more choice in what specific classes to take. For instance, differential equations were not required by my program - I took linear programming and number theory instead. At the time, I was a lot more interested in systems programming, programming language theory, and compiler construction than I was anything related to the stuff the engineering faculties were doing. Looking back, I wish I had taken more abstract math courses. Abstract algebra (group theory, rings, etc.) would have been more interesting and applicable than linear programming has turned out to be, and maybe then I would actually understand that "monads" thing in Haskell. More "practical" CS courses won't be especially math heavy - my software engineering classes barely even required arithmetic! - but you'll still use the stuff you learned in the theoretical courses. Whether those math fields are useful in your professional life will be highly dependent on what kind of work you're doing. If you're doing graphics or gameplay programming, trigonometry and linear algebra will be indispensable. If you're doing physics, calculus will be very useful. If you're doing lower-level systems development, trigonometry won't be terribly helpful (when's the last time anyone here needed to know the arc-cosine of some number when implementing a memory allocator?), but complexity theory and number theory definitely will be.
    23. A lot of years ago, I witnessed a fascinating exchange between three drunk college students of my acquaintance. The setting was a bonfire kegger in the hills, the setup was a masculine test of bravado and toughness, and the payload was funny as hell. These three fellows (who were all so drunk, they could barely stand up) thought it would be funny to see who was the toughest by punching each other in the face. No, it wasn't a fight. Blows weren't exchanged, fast and furious and drunkenly inaccurate. Instead, each would take a turn standing there motionless while one of the other two were allowed one shot. The receiver could spend a few minutes fortifying himself as he thought necessary (many beers were consumed), then he had to stand motionless while the other two guys did their level best to knock him down. In the end, it was pretty funny to watch. The entire exchange took probably an hour, and I think that if the participants had been less drunk, some real damage might have been inflicted. As it was, it was a comedy of errors: wild swings, missed punches, a couple cuts and a black eye. It was stupid, the kind of stupidity you might expect from such a setting, but what was remarkable to me is that each of the three respected the rules. When it was your turn to get hit, you took whatever was dealt out. This absurd scene came back to me (no, I was not a participant, though I was invited to partake) yesterday as I was working on Auras in Goblinson Crusoe. Auras are character-centered area effects that can apply any of a number of effects to other combatants within the radius: degens/damage, stat buffs or debuffs, slows or speeds, etc... They suffer from much of the same disjointed weirdness as I had to deal with when implementing damage-over-time and heal-over-time effects, all stemming from the abstraction of thinking of a turn in a turn-based game as having some sort of temporal coherency. You see, since the beginning of this project I have thought of a turn in terms of everything ostensibly happening at once, even if the actual actions are split out into seperate sections per combatant. Enemy A goes, then GC goes, then Enemy B, and so forth until the end of the turn and it all starts again, but it all happens 'at the same time'. However, introducing Auras is yet one more thing to come around and illuminate the holes in such an abstraction. Consider the case where Enemy A is wearing an Aura of Rotting Degeneration, which applies a damage-over-time payload of Rot damage (I have revised my damage types; more on that later) to all in the radius. During his turn, Enemy A runs at Goblinson Crusoe, takes a wild swing with a rusty sword then, laughing, runs away to try to put some space in between. Then, during Goblinson Crusoe's turn, GC runs after the laughing enemy to deal his own drubbing. There are a few ways I can deal with the Aura in this case: 1) Apply the aura's effect only whenever the enemy bearing the aura acts. In this case, the aura will apply Rot damage to GC every step, starting from when the enemy draws near enough to place GC within the radius. As soon as the enemy retreats far enough away, stop applying the aura. In this situation, when GC takes his turn and runs after the enemy, the effects of the Aura will not be applied because it is not the enemy's turn to act. 2) Apply the aura's effect only whenever the target/victim acts. In this case, when the enemy runs of to GC, smacks him, and runs away, the aura will not apply an effect. However, when GC chases after the enemy, as soon as he reaches aura range the aura will start hitting him with Rot damage. Of course, both of these cases seem absurd on the face. The aura should be hitting GC whenever he is within range to be hit, so whether the enemy is approaching or evading, or whether GC is pursuing, he should be getting hit with the degen. Which leads to the third case. 3) Apply the aura's effects both when the enemy is acting AND when GC is acting. So while the enemy approaches, smacks with a sword, and runs away, GC takes Rot damage at each step. Then, when GC pursues, once he comes back within range, he starts taking Rot hits again. Of course, the drawback to this third scenario is this: if all of this is ostensibly taking place "at the same time", then it is likely that GC will take more Rot hits during the space of the turn than he realistically should. For example, say a turn is 10 steps. Say that for 8 of those steps, GC is within range of the aura while the enemy is attacking. Then, say that for 5 of them he is within range of the aura while he is pursuing. That comes out to 13 hits of Rot during a 10 step turn, or 3 more than he should possibly be able to take. Chasing a solution to this led me down the usual rabbit-hole of kludges, attempting to total up times during the space of the turn when GC should take the hit, yada yada yada. Resolving these temporal idiosyncracies is a recipe for madness. And so, following the example of those drunken college boys, I threw the temporal abstraction right out the window. I no longer think of fights in a GC combat as happening as a melee, with actions being performed at the same time during a round. There just seems no way for me to happily resolve the contradictions. Instead, now I think of a GC combat as a whole bunch of drunk college students standing around, taking turns throwing punches at each other. When it's your turn to stand, you stand and take what you get coming to you, and if it knocks you out then that's the game. And when its your turn to act, you chug a beer, ball up your fist, and do your level best to knock somebody else right the #*@! out. However, if I switch abstractions like this, then I need to revise how I do DoTs. You see, if the combatants really are just waiting around and taking turns, then if GC has a DoT in place, he should be taking that DoT at every step of action for all the other combatants, until the DoT runs out. This is a change that I am definitely going to need to playtest soon; sadly, my usual playtesters aren't really available anymore and that means I might need to finally, after all these years, step outside the circle of my immediate friends and family for some feedback.
    24. 0r0d

      noob questions

      Whether specific animations are necessary depends on how important animations in general are to the game. For example, if all the characters were just models moving around in the world with no animations whatsoever, would that affect the gameplay much? Why not just prototype the gameplay like that? This is what I mean by breaking down things into smaller components. If you try to do too much all at once it will be a frustrating thing. But if you can decouple things that arent inherently dependent on each other, and just do one at a time, things go much more smoothly.
    25. Rutin

      noob questions

      The only thing I said about holding back was on actual final assets until you know what you need so you don't go off spending a ton of money; As you've stated this isn't your first project so you should have some idea of what is required. Beyond that it's up to you... As long as you have a clear idea of what you're doing, then start in anyway you want.
    26. FedGuard

      noob questions

      Thank you for the replies. I apologize, I indeed did not provide very detailed information. It will be a choice-based ancient Rome style RPG (Witcher-style) with some altered mechanics in which you follow one character from adolescence to death. I have made some simple games through the courses and are continuing that journey. I was thinking (based on advise I read elsewhere) that I would indeed start on getting all player-related mechanics done first, before starting on levels, sound etc. So I thought it would be necessary to have a character or placeholder that can effectively do all/most of the actions the main character will do, in order to effectively test/adapt them. Then I could start building from there, like inventory mechanics, diary, stats and attributes etc. To that regard I was wondering if it would be worthwhile to purchase the two abovementioned asset packs since it would help me relate the mechanics to the code and to start off with a playable placeholder that can do most of the actions required. But if I understand it correctly, you are advising me not to invest in that at this time?
    27. Fulcrum.013

      Programming and Higher Mathematics

      Becouse computer is universal digits-mill. Computer able to mill digits only. Illusion that computer able to do somethyng else comes from properly organized process of digits milling. To organize a digits-mill properly required to complitely describe mathematicaly this "something else". Really on my first year at university we has more hours of mathemathic than any other engineering sciences students has during 5 university years, and than we still has math hours during all 5 years. It just a basics required to study anything else and discover a fields of tasks that have to be implemented. Mathematic is universal language of sciences. Any process can be described by set of differential equations. So calculus and linear algebra just a working horse required to study and discover anything else. Programming != coding. It is kind of engeenering. Coding is just a final part. Programing language is just something like pen intended to describe a way to solve a problem (aka algo) to computer. But to describe it by code you have to find it way first. It require to describe problem mathematically first.
    28. Bregma

      Programming and Higher Mathematics

      All of it.
    29. Well if you start with an icosahedron instead of a cube I think your vertexes would be lot more homogeneous and then maybe you could use them after all. They aren't perfect but you can look at my one entry blog to see if you think it's good enough for you. Your terrain would be more homogeneous too. The way I address stuff is by combining pairs of triangles together. So since we have twenty initial faces we have 10 groups and each one looks sort of like a diamond on the surface and you can think of this as as skewed square. So instead of 6 initial squares you have with the cube, you now have 10.
    30. 0r0d

      noob questions

      First thing is that you havent given enough information about the game you want to make for us to give good advice about it. Second thing is that I would recommend tackling this like any other problem... you break it down into small pieces that get you from nothing to the full thing, and then you do each of those on their own. In other words, you need to build up to the thing you want to do, especially when that thing is a highly complicated one like building a game. Of course if the game is a very simple one, then that's different, but refer to #1 above. However, I'm going to out out on a limb and guarantee you that making the game you're trying to make it 100x harder than you think it will be. So my advice is the game as it is for anyone trying to learn to make games while they're also learning to program, start small and get the programming side of it down. Build a very simple game. This will allow you to get better at C# (or whatever you use) and the tools, while also learning some basics of how a game works. Most importantly it teaches you how hard it is to actually finish a project. Once that's done, you pick a more complex game that builds on what you just learned and adds some new element. Rinse. Repeat.
    31. Rutin

      noob questions

      I wouldn't say you have to work on that first, this depends on your design document and how you wish to work through everything. At some point you'll need the player to be able to walk, and perform actions, it's up to you if you do this before programming menus, or even level design. Some people will make a blank level which is essentially a hollow cube or a plane and work on all the player mechanics, other people design a level then load in a player and work on it. If you have a bigger team then one person or several people are working on the level, and the other people are working on player mechanics in placeholder levels. There are countless workflows. You can make a place-holder perform all those actions, yes.... The only thing you'll need to change is when you bring in your final character, you will need to have animations that match your desired actions and alter your code if needed. Since I model and animate myself, I use placeholders that are lower poly as I can get them in quicker, but roughly the same size as my finals so it's very easy to port over my rigs to the final mesh with all the animation data.
    32. FedGuard

      noob questions

      Hi Rutin, Thank you for your advice, I am still adding to my GDD (although I didn't call it that I did have a document already, albeit not that detailed) on a daily basis. As I understood it you need to work on the basic player mechanics first. And to do this you need the basic functions and linked animations. Or am I wrong? I do understand that a free character can be used in the early stages, but those won't do all the things I need my character to do. Or am I wrong?
    33. Have you tried (4pi squared)/HowMuchPoints you want. That seams to be the simplest way of getting the points, just divide the surface by the amount you want.
    34. Hi everybody, Me, Xylvan, announces Xilvan Design are building 3D games. Since 1993, our kindly official gaming related pages (please click on each links): Soul of Sphere Platinum v3.75. Age of Dreams:Abyss of Atlantis v1.5. Lights of Dreams IV: Far Above the Clouds v9.17. Candy World II: Another Golden Bones v9.37. Candy Racing Cup: The Lillians Rallies v2.97. Candy World Adventures IV: A Cloud of Starfield v6.57. Candy to the Rescue IV: The Scepter of Thunders v7,07. Candy in Space III: A dog to the Space v5.47. Candy's Space Adventures: The Messages from the Lillians v17.27. Candy's Space Mysteries II: New Mission on the Earthlike Planets v7.27. Discover more than 10 games which are coded in Blitz3D by Xylvan(Alexandre) from Xilvan Design. Download them on my new websites: Plenty of games wait you HERE: - New Xilvan Design Website - Hope you will like them all! To watch the videos of our games: - Xilvan Design Youtube Channel - You may need to Subscribe to our channel for more infos about our new releases! Friendly, Alexandre L., Xilvan Design.
    35. I'd suggest you talk to Gabriella she should be able to assist you as well
    36. Yesterday
    37. Why don't you talk to a discrete black hat professional , GabriellaW can be of good help to you ... Mail her on gabywhitehacks atgmailcom
    38. I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD). To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads). For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface. So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk? Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least. Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
    39. I get the same framerate with 65536 points on an old nVIDIA CUDA demo on an overclocked water cooled GTX1080 so the Xeons are doing about 25% as many FLOPS as the 1080 which is impressive. I've seen the FMM mentioned a lot, sounds like a nightmare to implement without a code sample, how accurate is it?
    40. Rutin

      noob questions

      If your goal is to strictly be a game programmer / designer then you should continue learning Unity with C# and just use free assets or cheap packages you can find online to help with this process. I would urge you to get a very good understanding of the entire process from a design and programming standpoint before even considering bringing an artist or spending money on art. Once you're well versed in C# and how Unity works, then you'll need to create a detailed design document for every aspect of your game and all the assets you'll need, then seek out 3rd party help. Making a game isn't cheap, and having to go back and 're-do' things will cost you even more money. If you have other questions feel free to ask.
    41. Awoken

      Programming and Higher Mathematics

      An observation I can add to what Aceticon has said is this: Programming is all about writing logic to achieve a desired result, the result should be comprehensible to others. Depending on the logic used during the programming phase will directly impact the performance of the code. Take the following example for instance, I want to know how much money I will have at the end of the year if I save $100 every month. With the lowest level math skills I can write the following code JanuarySavings + FebruarySavings + MarchSavings + AprilSavings + MaySavings + JuneSavings + JulySavings + AugustSavings + SeptemberSavings + OctoberSavings + NovemberSavings + DecemberSavings = YearsSavings; With a just a touch more advanced math I could write MonthlySavings * 12 = YearsSavings; The illustration here being that multiplication is just a tad bit more abstract a concept as opposed to addition. Now take into consideration all the other primitive operations you learned in highschool and apply them to your logical program and the speed and execution of your program will improve. Advanced math is taking this same illustration to the next degree. The more tools you have in your Mathematical Tool box the more effective and complex your programs can become.
    42. 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.
    43. Aceticon

      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.
    44. Post what you want changed in this thread and I'll move it.
    45. eroutt

      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:)
    46. FedGuard

      noob questions

      Hello all, I would like to start off with thanking you all for this community. Without fora like these to assist people the already hard journey to making an own game would be exponentially more difficult. Next I would like to apologize for the long post, in advance... I am contemplating making a game. There, now that's out of the way, maybe some further details might be handy. I am not some youngster (no offence) with dreams of breaking into the industry, I am 38, have a full-time job, a wife, kid and dog so I think I am not even considered indie? However I recently found myself with additional time on my hands and decided I would try my hand at making a game.Why? Well mostly because I would like to contribute something, also because I think I have a project worth making (and of course some extra income wouldn't hurt either to be honest). The first thing I realized was, I have absolutely no relevant skill or experience. Hmm; ok, never mind, we can overcome that, right? I have spent a few months "researching",meaning looking at YouTube channels, reading articles and fora. Needless to say, I am more confused now than when I started. I also bought some courses (Blender, Unity, C#) and set out to make my ideas more concrete. I quickly discovered, I am definitely not an artist... So I decided, though I do plan to continue learning the art side eventually, I would focus on the design and development phase first. The idea being, if it takes me a year or more solely learning stuff and taking courses without actually working on my game, I would become demoralized and the risk of quitting would increase. So I thought I would: 1: Keep following the courses Unity and C# while starting on the actual game development as the courses and my knowledge progress. 2: Acquire some artwork to help me get a connection with the game and main character, and have something to helm keep me motivated. (I already did some contacting and realized this will not be cheap...). Also try to have the main character model so I can use it to start testing the initial character and game mechanics. For this I have my first concrete question. I already learned that outsourcing this will easily run up in the high hundreds or thousands of dollars... (lowest offer so far being 220 USD) I am therefore playing with the idea of purchasing https://assetstore.unity.com/packages/3d/animations/medieval-animations-mega-pack-12141 with the intention of then have an artist alter and/or add to the animations (it is for a Roman character so some shield animations are not going to work the same way.). This way I could start with the basic character mechanics. Is this a good idea, waste of money,...? Any suggestions? I then have a related but separate question. Is it a good idea to buy Playmaker (or some other similar software I haven't yet heard of like RPGAIO), and using this for initial build, then changing/adding code as the need arises? 3.Get a playable initial level ready as a rough demo and then starting to look for artist for level design and character/prop creation. ... I would really appreciate some input from more experienced people, and especially answers to my questions. Of course any advice is extremely welcome.
    47. composerjones

      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!
    48. ChuckNovice

      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 :
    49. RidiculousName

      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.
    50. Thank you, I would prefer the first option if that's ok. 😅
    51. I could help with that, or you could just post a new message!
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