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  2. 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.
  3. 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".
  4. 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?
  5. Today
  6. 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.
  7. 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!
  8. 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.
  9. Greedy Goblin

    Reverse-Normal 3d Outline Tutorial

    That's awesome! Nice tip.
  10. 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.
  11. 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.
  12. Hello everyone, my name is Valerio and I'm an expert in business development and product innovation. At the moment I'm working for a big gambling company and I'm also working on a side project to launch a startup aimed at the whole gaming world. I have an idea and I would like the help of this community to validate it. Thanks to machine learning it is possible to predict user behavior. For example, from the tests I have done, I can assure you that it is possible to predict. with an accuracy between 80 and 90 percent (depending on the quality of the data), which users will use a certain app next week. My idea of the service is to create a Softwere as a Service, with a monthly fee, which allows developers and business owners of a game to load tables of data into the software and receive the desired predictive output. For example, thanks to this softwere you might know which users will play and which ones will not play next week, or analyze more specific metrics, like who will make a purchase and who does not, who will use a particular feature and who does not, and so on. With this information, the team that manages the app can set up marketing activities to increase the engagment, such as sending push notifications only to those who know you will not play next week, or special offers to those who will not make a purchase. Here are the questions I need you to answer: - Do you find this service useful? - If so, how much would you pay per month for such a service? Thank you all for your participation, Valerio.
  13. 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.
  14. 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! :)
  15. 8-bit like in Nintendo or Atari? Why not 64 bit? Everyone will soon use 64 bits
  16. 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
  17. 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
  18. 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.
  19. 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
  20. 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.
  21. 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!
  22. 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
  23. Sure, I'll repost it later this Sunday. Josheir
  24. 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.
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