Postmortem: I meant to get this game on iPad but lost focus due to technical difficulties and potentially, money. The artist I had do the work on the game used some artwork he didn't make himself without telling me. I don't think I'll get in trouble for having this game for free, but I might have had I sold it. I could probably sue but it's just not worth it. I created an indiegogo campaign to try to fund getting this game on iPad, but even my closest associations would not donate. Really the game is fun but it isn't very professional. This game was made before I was in college and also I tend not to associate myself with it, even though it is fun, because I know I can do better.
Something which I noticed was that at least for 2D games, smaller resolutions are in theory smoother. At 320x240, you can move the same speed moving 4 pixels a frame as if you moved 8 pixels a frame with 640x480. With 640x480, you would "skip" 8 pixels, while at 320x240 you would "skip" 4. This is just an example. Thoughts?
There was something on my mind, and that is whether my next system should have ATI or NVIDIA graphics.
By the way, I am a technophile. The college I'm attending even has the word "technology" in its name.
Okay so I consider ATI's picture quality better than NVIDIA's, although it's close. I compared the two in the HD 48xx days. I have ran two NVIDIA cards with at least 20% overclocks and for years. However I once overclocked an ATI card, a HD 4870, by a small amount and it artifacted when playing intensive games even after I backed down, and a year later broke. I firmly believe that I fryed my card. The other thing is that the ATI cards I have tried have caused electronic interference with my onboard sound that I can hear through speakers or headphones. I have had one NVIDIA card, my GTX 570, do the same, but not nearly as bad.
Posted by Shane C,
07 October 2013 -
I will be starting the Major portion of my college, art, soon. I have made drawings before but they aren't very good, because of the low amount of time spent on them and my lack of knowing how to texture 2D art well, so I would be embarrassed to show them. However, I might make something good for one of my assignments, that I can proudly display. We'll see.
So in a little under a month and a half, I will be the owner of a PS4. I actually wanted a XBox One, even before they said retail XBox Ones will double as dev kits. However, the whole dev kit thing has made me want it even more. The problem was, everything went wrong possible so that I could not preorder a XBox One, due to availibility or other problems. However, I was able to preorder a PS4.
I will still appreciate the PS4 though. It is $100 cheaper. And if someone is on a budget and wants some good gaming, I might still recommend it. Their developer policy isn't terrible - from what I've heard, they will loan many developers a dev kit for a year and then expect them to pay about $2500 when the year is up. I have my reasons that if I was to pay that much, I would develop for the Wii U instead. The PS4 has much better performance than the Wii U on paper, but it will be limited by Unity's use of a single core for a lot of tasks and 32-bit which allows for only 4GB memory.
Graphics cards have something called triangles/clock. The number of triangles a graphics card can handle is the triangles/clock multiplied by the core clock speed of the graphics processor.
I think my GTX 570 card at stock clock can handle up to 732 million polygons, or about 12 million polygons at 60 frames per second.
While it can handle 12 million polygons at 60 frames per second, I really shouldn't go that high. I have heard that each Pass you do causes the graphics card to basically process the model over. So a 20k model might become 40-60k polygons.
The Wii U I plan on developing for can handle 9 million polygons at 60 frames per second if I have figured correctly for this, but I plan on using 1.1 million polygons total.
You can usually search how many triangles/clock your graphics card can handle, or for a system like the Wii U for example, but the number of results are limited so searches are hard. If anyone wants to know what their card or a system can handle, I can assist you though. Let me know the graphics card or system and I will try to tell you what it can do.
Low-polygon development is best, but there are situations and developers that call for a large number of polygons.
Hello, I am an online student at the University of Advancing Technology. I will eventually have an assignment where I must create something called a Student Innovation Project, an exceptional project such as a game. For it, I plan on making a Wii U game. I have contacted Nintendo about buying a Wii U dev kit. I've heard they cost $3000. I will use Unity to make the game, which I hear is included with the dev kit.