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  2. Thanks for the additional advice, everyone. My contract officially ended this week so now it's on to do the job hunt full-time. I have filled a specific role for the game development work that most other people didn't cover, and there were no real complaints about my work ethic or productivity. Everyone was working remotely but we had a good idea of what we were supposed to do. I worked on the company's first and only game, and came in relatively late in the process, (game was roughly 4 years in development) so mostly a lot of "polish" and code refactoring. Making things run just more smoothly while otherwise avoiding to break any existing features. A specific example is making mesh regeneration of the landscape much more efficient because it was one of the most CPU bound tasks. Occasionally I would make improvements to the UI logic, based on user feedback and testing. More recently I have mentioned opportunities to my former boss to work with him in the future in other things, or to use him as a job reference, but he's been more quiet and reserved about that. I'm not sure if he even saw my invitation to connect on LinkedIn and just ignored it. Going to follow-up with him though, after getting the official written notice for my contract termination. I am not familiar with the distinction between indie and "small studio"... from my POV, all small studios that don't have financial backing by a publisher are indie. I'm also pretty selective when it comes to AAA, there's only a handful of larger companies I'd be interested in applying to, so I'm not carpet-spamming my resume to a bunch of places. However, I do know how it is first-hand what it's like working in relatively unstable jobs without a lot of experience, in places with high turnover (and the financial hardships that come with it). Whether it was in a early-stage startup, mom & pop business or website agency. In fact, I never worked for a company that many would consider stable or "enterprisey". I live in Chicago and its gaming industry is a shadow of its former self. It's hard to come across local media studios or game studios that are hiring relative newcomers, so I am open to relocation.
  3. Today
  4. Yeah, I'd go so far as to say that is actually a terrible example of inheritance. @Guy Thomas, inheritance (when used) should be a change in internal class logic, not data. A better example would be using your rifle and missile classes. class Weapon { virtual void Fire() = 0; } class Rifle : public Weapon { void Fire() override { HitScan(); } } class Missile : public Weapon { void Fire() override { CreateProjectile(); } }
  5. DX11 Dynamic texture problem

    Thanks Hodgman, I knew the UV's were ok, but you jogged my memory. I hadn't updated the input description code and only had vertex position. I have now updated it to use the texcoords as well and all is now good. Thanks again
  6. More likely it's VkBufferMemoryBarrier what you're after (assuming UAV == ShaderStorageBuffer).
  7. "One Final Effort is all that remains."

    I'm sure that Halo 3 reference alerted you...I hope haha. Warning you now...this is a block of text. Hopefully I don't bore you. Sorry if I do. Hey! I'm Matthew. I've been in college since 2011 (at Portland Community College) but I took most of my fifth year off to change majors and degrees. Starting my second year in the fall at Portland State University and moving out for the first time next month. I started college studying Computer Science and math courses. That was a big, over four and a half year struggle before I changed to Creative Writing. Anyway, I have dreamed of being a game developer since I was 18. I wanted to do gameplay programming, but now I'm geared towards narrative and writing. I LOOOOVVVEE games. I've played Xbox for a long while...around 12-13 years or so. Forget when I actually started. With that I'm a MAAAASSIIVVE fan of Halo. Its whats gotten me into gaming, into Xbox. And I've played Halo for about 13 years as well...give or take haha. It my favorite game series. I grew up with Master Chief's stories. And I've read 17 Halo novels. Check my Halo Waypoint profile for more: HD Simplicityy (my Xbox gamertag) Moving on. I now play both Xbox One and PlayStation 4 (HDSimplicityy). I've played PlayStation in years past, but not much. Until I watched Youtube playthroughs years ago for this little game developed by Naughty Dog called The Last of Us. That game, in my opinion, is an undisputed masterpiece of game writing and character development. Plus its fun to play; my #4 all time favorite game. I bought my PS 4 Slim on February 25th, first playing TLOU. Lately gotten into a handful of other PS games to make up for the lack of quality AAA exclusives Xbox One has currently - Uncharted 1-4, Horizon Zero Dawn, and Hellblade: Senua's Sacrifice. So while I really enjoy certain PlayStation offerings, my love is always on Xbox. For that reason I want to write Xbox games. Maybe games for both Xbox and PlayStation eventually. I love the heroes journey in games and experimenting with non linear narratives. I'm more inclined to linear narratives with semi-open world level design. My philosophy for games today this: I love single and multiplayer (certain multiplayer at that). However, when a game has great writing and memorable character(s) combined with addicting, perhaps challenging gameplay that enables replayability, then you have something golden. For your interest, here are my Top Ten All Time Favorite games. #'s 8-10 are in there because I ran out of games to add; my library isn't vast. So a few are open for change. I have this in more detail on my Twitch channel: HDSimplicityy. Disclaimer: I don't stream much. Dont have an audience. 1) Halo 3 - 10/10 2) Halo 2/Anniversary - 10/10 3) Halo: Combat Evolved/Anniversary - 9.5/10 4) The Last of Us/Remastered -10/10 5) Uncharted 4: A Thief's End - 9.5/10 6) Horizon Zero Dawn and The Elder Scrolls V: Skyrim - 9.5/10 and 9/10, respectively 7) Life is Strange - 9/10 8) Assassins Creed: Syndicate - 8.75/10 9) Rise of the Tomb Raider - 8.5/10 10) A toss up between Tomb Raider (2013) or The Walking Dead Season 2 - 8.25/10 and 8.75/10, respectively Well thanks for bearing with me! I want to learn as much as I can here about the ins and outs of game development, but more on the narrative and combining that with gameplay fronts. Have anything to ask throw it at me!
  8. Gameplay Multithreaded Gameplay Logic

    Seconded. Most games I've worked on typically update game logic systems between 10-20Hz on a single thread without any impact to the gameplay experience. There simply isn't enough going on every frame for gameplay to consume that much CPU, especially considering that humans themselves are limited in how fast they can respond anyway. As long as the key player "interactive" systems are real-time responsive (rendering, sound, input, etc.), the game as a whole will feel responsive. Also consider that in any multiplayer game, network latency is going to mask a lot of it. Certain gameplay-relevant systems that are more computationally expensive (AI, pathfinding, physics) can be multithreaded independently as previously mentioned, but again those are very specific, well-defined problem domains.
  9. Oodle 2.5.5 Released

    RAD Game Tools released a 2.5.5 patch for Oodle with fixes for the Kraken and Mermaid encoders. Earlier this month RAD released 2.5.4, which included support for Windows UWP. Oodle is a library of data compression tools specifically designed for games. With Oodle RAD aims to make games smaller to download, levels load faster, and compress network packets. Learn more at http://www.radgametools.com/oodle.htm. View full story
  10. Oodle 2.5.5 Released

    RAD Game Tools released a 2.5.5 patch for Oodle with fixes for the Kraken and Mermaid encoders. Earlier this month RAD released 2.5.4, which included support for Windows UWP. Oodle is a library of data compression tools specifically designed for games. With Oodle RAD aims to make games smaller to download, levels load faster, and compress network packets. Learn more at http://www.radgametools.com/oodle.htm.
  11. This. I just want add to not underestimate the CPU power-section of a motherboard (where the most of MOSFETs, capacitors and inductors lie). One of the predominant price factors between a good and a discount-market piece of silicon is the power section: even if you are not interested on a wide range internal or external device connectors, a decent power-section can make the different between a long-live machine and a piece of garbage you have to recycle in a couple of year. The same applies to the power supply unit: do not save those couple of bucks just to spend them in a pizza.
  12. GameDev Unchained Episode 100

    Episode 100 of podcast Game Dev Unchained is out with discussion about PUBG, Dr Disrespect Ban, Fortnite, Rise Of Esports, Lumberyard, and No Man’s Sky. Listed to the podcast below: View full story
  13. GameDev Unchained Episode 100

    Episode 100 of podcast Game Dev Unchained is out with discussion about PUBG, Dr Disrespect Ban, Fortnite, Rise Of Esports, Lumberyard, and No Man’s Sky. Listed to the podcast below:
  14. Usually the most visible things are the CPU chipset, the chipset of the graphics card, the megabytes of memory, and the gigabytes of hard drive space. Memory chips can make a big difference. They have a wide range of speed, timings, and voltages. Some will automatically overclock to safe limits. Laptops often focus on chips that have less heat and consume less power. As you may suspect, that also typically means worse performance than chips consuming more power and generating more heat. Hard drive speeds are usually a hidden difference. Sure several computers may all have 1TB drives, but that doesn't mean they're equal. One with a 5400 RPM drive may struggle to reach 50 MB/s reading files. A 7200 RPM drive may comfortably reach just past 110 or 115 MB/s. But it isn't just spindle vs SSD. A cheap SSD may struggle to reach 200 MB/s but a high-quality SSD may read over 2500 MB/s, over ten times faster than a bad SSD drive, and over 50 times faster than a slow spindle drive. Motherboards are usually a hidden difference. The types of connections between systems, PCIe x16, x8, or x1 can make a huge difference. The interconnections between devices can make a substantial difference.
  15. RayCasting - sphere, plane and OBB

    I doubt there is some magic combination of words that someone could post here that will make sense, if all the other explanations you've read do not. That said, maybe we can still help. But it will require some effort on your part. Here's one way that this could proceed: Pick a test. Say it's ray-sphere. Look up three descriptions of the ray-sphere intersection test math. Post a reply here with links to all three descriptions. For each description, walk through it sentence by sentence. If you understand the sentence fully, move to the next. When you reach something you don't understand, post a quote of it here for us to read. For each quote, explain what you are missing - a piece of terminology, a leap of reasoning that seems illogical, or whatever. This isn't a mandatory assignment or anything, just a suggested framework to help you ask more pointed questions and hopefully get more specific assistance. It will work better in two ways. First, it will help you focus on the specific points of what you are having trouble understanding. Second, it will help us identify where you are getting tripped up, and give us something concrete to talk about. As it stands, your post is open ended and very hard to answer, as the lack of replies may have shown you already. But that's OK. If you want to give my exercise a try I'm sure you'll get more responses. Or if there's another way you'd prefer to clarify your original question, that's cool too!
  16. Does anyone know what is Vulkan's version of the UAVBarrier in DX12? In my situation, I have two compute shaders. The first one clears the uav and second one writes to the uav. void ComputePass(Cmd* pCmd) { cmdDispatch(pCmd, pClearBufferPipeline); // Barrier to make sure clear buffer shader and fill buffer shader dont execute in parallel cmdUavBarrier(pCmd, pUavBuffer); cmdDispatch(pCmd, pFillBufferPipeline); } My best guess was the VkMemoryBarrier but I am not very familiar with vulkan barriers. So any info on this would really help. Thank you.
  17. Blind Poker Artificial Neural Network

    @Kyltotan: Rather than test for error, I could abort after x number of games, or some high enough win/loss ratio. Indeed, I'm having trouble knowing when to stop the learning process. Millions of games would be played, for sure, seeing how the 5 card odds of landing a royal flush in Texas Hold 'Em is like 649,739:1. @alvaro: I think I see what was meant by knowledge in advance: the training process must check to see if the proposed state change given by the ANN is even valid. Thus, all of the possible state changes must be enumerated, so as to have something to check the validity of the proposed state change. If the proposed state change is invalid, then one valid state change is picked pseudorandomly from the enumeration of possible state changes. Anyway, the main point is that the possible state changes must be known to the AI in advance. That's cheating, I suppose, but it's the only way that I can see it working. I can also see this being part of the equation when it comes to the socket server having to check to see if a player's proposed state change is valid.
  18. Gameplay Multithreaded Gameplay Logic

    Unless and until you have a proven difficulty with your actual game objects getting work done in 1 CPU tick, multithreading is not the right tool. My experience has been that writing a nontrivial simulation in a thread-safe way is extremely hard, and if you use the approach you describe, you spend more time reconciling all the "messages" than you would have spent just single-threading the simulation. Rendering, physics, and a few other things are amenable to multithreading. Game simulation rarely needs enough CPU cycles to make it even attractive to consider, and the dependency flow is so tangled that it's virtually impossible to guarantee that you'll actually get a net win.
  19. Started drawing a game. Need feedback.

    Hi guys! I made unit production and building structures. There is a lot of stuff not done but there is some kind of gameplay. The video might be a bit too long though for an actual showcase. What do you think? Thank you for your time!
  20. Thanks both. @Mussi: problem solved using the solution you proposed, thanks
  21. Artworks for feedback (Cows VS Vikings)

    So do you actually kill cows?? That would be very sad. They might retire and run or be captured and pacified so they will give milk to your team and more milk => more bonuses for your team.
  22. UE4/VS "Red minus sign" next to files inside VS?

    Thanks frob, not it makes a little more sense
  23. Wave Engine 2.4 released

    The WaveEngine Team has released Wave Engine White Shark. The 2.4 version adds support for the following (and more): OpenVR The OpenVR API is now supported, allowing developers to create VR applications for multiple vendors through one API. Vuforia 6.2.10 for Augmented Reality Support for Vuforia 6.2.10 is now included with improved Augmented Reality integration, including Vumark support, new Trackable components, and a Visual Editor. Noesis GUI Integration Noesis GUI is a XAML based framework for the creation of user interfaces with support for vector graphics. Ninepatch Ninepatch allows developers to define how an image behaves when scaled by adding extra information to the image file, which can be useful for creating UI components. Geometry Shaders Support for DirectX/OpenGL geometry shaders was also added, which allows developers to take advantage of geometry creation and manipulation on the GPU. But that's not all. Learn about the full list of changes in this release from the announcement.
  24. Wave Engine 2.4 released

    The WaveEngine Team has released Wave Engine White Shark. The 2.4 version adds support for the following (and more): OpenVR The OpenVR API is now supported, allowing developers to create VR applications for multiple vendors through one API. Vuforia 6.2.10 for Augmented Reality Support for Vuforia 6.2.10 is now included with improved Augmented Reality integration, including Vumark support, new Trackable components, and a Visual Editor. Noesis GUI Integration Noesis GUI is a XAML based framework for the creation of user interfaces with support for vector graphics. Ninepatch Ninepatch allows developers to define how an image behaves when scaled by adding extra information to the image file, which can be useful for creating UI components. Geometry Shaders Support for DirectX/OpenGL geometry shaders was also added, which allows developers to take advantage of geometry creation and manipulation on the GPU. But that's not all. Learn about the full list of changes in this release from the announcement. View full story
  25. Hello, so I wanted to get an opinion on the best ways to manage gameplay logic in a multithreaded manner. After watching these two presentations : http://www.gdcvault.com/play/1020886/Killzone-Shadow-Fall-Threading-the http://www.gdcvault.com/play/1022164/Multithreading It seems that the best approach is to create a dependency graph for object updating, and for any object that needs to access another object that isn't a dependency, a message should be constructed and called after the "multithreading" phase. I wanted to know if anyone had any experience with multithreading game objects in this manner, or if they have any other solutions.
  26. Getting Real Instruments?

    Consider using only a few real instruments and leave the rest in the hands of a composer who can create convincing mock ups. You'll be amazed at how just having one live instrument can enhance a recording. Also consider Fiverr. Lots of musicians, myself included, offer our services up there for affordable rates.
  27. It is possible to use CSS with SVG. I have written about my experiences with SVG and CSS in my blog: Automatically Generating Sprites for a Space Shooter. Depending on the workflow for the SVGs, you might consider using an external sytlesheet over injecting an inline style. In any case, you will need to transform your existing SVGs into ones that use your stylesheet. How you decide to proceed from here again depends on the workflow for the SVGs. If it’s a one–time transformation from hardcoded attributes to CSS styles, then I recommend writing a one–off script to batch process each file, transforming matching attributes of each element to CSS attributes. For example, a minimal proof of concept in PowerShell (untested): ls *.svg |% { [xml]$svg = get-content -raw $_; foreach ( $n in $svg.SelectNodes('//[@fill="#5389A4"]') ) { $n.removeAttribute('fill'); $n.setAttribute('class', 'custom-fill'); } $svg.save(); }
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