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1. Past hour
2. ## Teammates Wanted

Hi, I want to make my first game to open an independent game studio, but I want to build a team because it is difficult to develop on my own. Since I am the only one you can work in the desired section, there is no limit for each position in open positions. You don't need to have experience, we will learn together. I'm highschool student so i can't pay you money but if we make money from the game we can split the money. If you have the ones who want to improve their first game like me, they can write together with the position they want to work in. If you do well, it is not important that you do work well, just want to work in that area. I'm waiting your mail.mail:sarpdorayonden@gmail.com
3. Today
4. ## For loop error in Display Function

Thanks so much for great comments. Let me clarify more. In the real code, I want to roll the cube in different direction within x_axis and y_axis. //cube.cubeCenter[0] = (x0, y0, 0); and true for rolling aside with x_axis //cube.cubeCenter[1] = (x1, y1, 0); and true for rolling aside with x_axis //cube.cubeCenter[2] = (x2, y2, 0); and false for rolling aside with y_axis //..... for (int i = 0; i < cube.cubeCenter.size(); i++) { if(cube.cubeCenter[i]==true){ //means that it rolls along x_axis //SDirection = true; // in order to increase angle value; } } When I check boolean cube.cubeCenter, sometimes it is true, sometimes it's false due to rolling along x_axis or y_axis. I think it is the right boolean condition. You are right with the error with a condition for Count. It should be: // if (cube.cubeCenter[i] == true){ //rolling along X_axis SDirection = true; if (Count <= 90){ ...... //do X_axis rolling // in order to increase angle value }else{ angle = 0; Count = 0; } }else{ // means: cube.cubeCenter[i] == false //rolling along Y_axis SDirection = false; if (Count <= 90){ ...... //do Y_axis rolling }else{ angle = 0; Count = 0; } } This is also my misunderstanding. Whenever the program runs, the Display() will run the same time with SpecialKey function. As a result, all cubes will appear without rolling. When pressing the 'r' key, it starts to roll for all cubes. Currently, I am trying to do that. But don't know why the program does not stop in if (cube.cubeCenter == true) condition to roll the cube before moving to the next cube. When I set a breakpoint like if (cube.cubeCenter == true) => print rolling x_axis, else {print rolling y_axis}, they are right with the condition.
5. ## [Artist & Writer needed] Story-Based 2D-Adventure (New Project)

Hey guys, Sounds like a fun idea, I could actually fill in both of those positions, I'm looking for a side project to do to break up work a little bit (I work as a 3D animator), and this looks like a fun project to be in! My online website (I've also attached my 2D portfolio as well) : https://www.artstation.com/insigma Unfortunately I don't really have any finished writing stuff that I can show you, they all exists within pitch documents and unfinished game productions. But I'd be more than happy to do some sort of a writing test if that suits you guys? Let me know! Contact me on: jcpunkhead@gmail.com Cheers, Jackie Jackie_Cai_Portfolio_2019.pdf
6. ## Looking for all skills for my on-going MMORPG project

Hi! I am sound designer and foley artist, currently on BSc in Audio and Recording Tech. If you are looking for and audio person I would love to help you with the project. The link to my portfolio is in my profile / signature
7. ## Self managed object, bad practice in C++?

To me, language has very little to do with this but rather this sort of hierarchy becomes a facet of the single responsibility principle. The keyframe should do what its name implies - store information about some properties. It is owned by the track, whose responsibility is to store some duration and a number of keyframes. Hence the track should remove or add keyframes. Copying keyframes from one track to another should be done by whatever structure you have that manages the tracks. If your keyframe has access to/knowledge of the track, the two become interdependent, which unnecessarily complicates the entire architecture.
8. ## Game initialization.

Correct me if i am wrong because i am not an expert, but this is only the case if they where actually constructed in a specific run, right ? I mean, it may be the case that a piece of code declaring a static variable (edit: outside of main) might not be executed because it was never reached. But if it was executed, then the static stuff will live until the program terminates. Correct ?
9. ## Game initialization.

Um, yes it does. In C++, static variables guaranteed to survive past the end of main. That is how the language works, and there's nothing you can do about it. You might be thinking about cases where you set the static variable to some harmless dummy value, such as nullptr for pointers, at the end of main. You can of course do that, but that doesn't change the essential fact that the variable itself has a lifetime that extends beyond main. It also requires knowing where all of your static variables are, which can break encapsulation and/or require writing extra boiler-plate code, especially for function-static variables.
10. ## Madsen's Musings Ep.20: Creating Exposure

In this episode of Madsen's Musings, I discuss creating exposure and building your personal brand within the industry. Wanna learn more about me or my work? Go here: https://madsenstudios.com/ Subscribe to my YouTube channel or follow me here on GameDev.net to see all the latest updates. A transcript is provided below the video. Alright guys, so we're gonna try a vlog really quickly in my studio. I'm here, I was just answering a really good question... (By the way, I have a very noisy... there's the camera, I forgot where to look... sorry, so I have a very noisy studio chair, very squeaky... ah well, it was really cheap, was like \$89, but...) There was a really good question: "Besides of course composing and producing music, and the projects you've been hired to do, what else do you do that gives you more visibility in the job market as a professional. What's worked best for you". Alright. This was on GameDev.net in the Music & Sound forum, which I am very humble and glad to be moderating. I've done that for the last nine years now. Ok, so my answer. I'll just read this out to you guys. So it's all about the slow burn, You have to avoid the temptation, the desire to have a sudden explosion of exposure on the internet. You instead want to do just a lot of movements. It's just kind of like working with compression, EQ. A lot of small movements over multiple tracks will give you a better sound than like just smashing and doing a ten-to-one ratio. That type of deal. So approach this with small movements, because that's going to be more attainable, you're going to be able to chip away at that better than just saying I'm going to take on this massive thing. I just ticked off -- let me count how many: one, two, three, four, five, six -- six things I'm going to quickly talk to you about as fast as I can. Try to be active in the industry. I interact with other artists and developers. This could be graphic designers, this could be animators, this could be devs who are making game engines, that type of thing. So yeah, I do this mainly on Twitter. I follow a whole bunch of people on Twitter that are making games. And so I'll see people post like "here's my new animation for the spell, or this movement/my character", "here's the new 3d environment", "here's this", I even follow other composers and sound "here's my music for that", and I will often write "hey I really like this", "hey, this is great", and it's very inspiring to me to see other people's work. What's really cool about this is it's not stuff I'm tied to; it's not stuff that I'm like "I'm taking part in this", so it's just me being a part of the industry I'm in. That's a huge part. I also attend conferences and local meetups when I can. Now, GDC is one of the biggest ones, I've gone to that one nine times I think -- maybe eight times. Anyway, I'm not going this year for a lot of different reasons, one of the main reasons being the house purchase that we just did, so it's a little bit crazy time. I'm going to be staying here in Austin and working on the house move, but I've gone to conferences a lot. Now GDC what it does -- when you go to GDC, you show your face there. First off, people get face time with you. You're giving people time to experience you as a person, directly. They get to know your personality, your mannerisms, hopefully, you can create some relationships there. The other thing is, everyone knows GDC is expensive. So unless you're going with a company shirt, saying "SGI" or "Netta" or whatever, unless you're going with something that paid your way, they know that you invested a lot of money, and you're investing your time, to go out there. It's kind of a hassle to travel to San Francisco and get a hotel. It's really expensive and then go to the conference. It's a lot of fun, but it's a lot of investment. A lot of energy and money is put into that, and so they recognise that and can respect that, and so that's something that helps distinguish you from someone who's just on a website saying "hey, I think you should hire me". If someone knows you spent time and effort to go out there and interact directly with folks that's gonna speak louder. If you want to focus on local parts, there's all kinds of things you can do. There's meetups. There's a sound designer meetup for beer -- I like beer -- it's like once every quarter or whatever. I need to do one; I haven't done one since moving back to Austin, but when I lived here before I went to a couple. Lots of fun. I enjoyed meeting the other audio professionals and having some beer. Do those, do game jams. Just take part: be active. Now you want to focus on your branding and your marketing. Now this is kind of one that's going to hit people square in the forehead. I'm guilty of this too, but I cannot tell you how many times I've seen particular people copy and paste the same exact post they did two weeks ago, again in some Facebook group or whatever. That's a big no-no. The reason being is because people will just generally recognise "oh I've seen this guy's post. The same wording as last time" and they'll skip over it. You need to just be really careful about that. You know marketing and branding is highly volatile. People will skip over something they've seen before in favour of something that's new, different, shinier. So how do you know where the market's trending? Go back to my first points about being very active in the industry, going to conferences, going to local meetups, just knowing what people are doing. Having a pulse on it. That's gonna take some effort, that's gonna take some time. This would be the fourth one. Know your skill set, and focus on that. You want to continue to grow, right? I like the idea of being a lifetime student, a life long student, just always growing, always learning. I'm growing. I'm trying to learn new instruments, trying to learn new approaches, new instruments, and new technologies, so I'm always in favour of being a lifetime or life long student, but you also want to know: where is the sweet spot for you. Is your sweet spot orchestral and sweet anime sounding kind of music, is your sweet spot jazz and rock, is it hip-hop and electronic? What is it you do really really well, that you really enjoy. Problems that you really like and have a natural aptitude for solving. Those are ones you really want to go for. Put stuff out often. With NDAs, things like that, you can have situations where maybe you're working on a project that's multiple years and it's gonna take you a long time to be able to share that music publicly. That's a bummer, but that happens. So what can you do to get around that? Well first off, you can go back to older projects you've done before that you've shared and say "hey" and you can just put it out there again. I did this recently with a project, where I had written music about a year and a half ago, and I was really proud of the buildup at the end of that track, and so I shared again saying "I'm still very proud of this". It was not a new project, it didn't get a tonne of exposure the first time, and I did that in the hopes to one) fill in some dead space when I'm waiting for other things to become public and live so I can legally share them, and then two) just give that more attention. Bring it back into focus. Maybe someone else who missed it before will see it this time, or maybe someone who saw it before will be reminded, be like "oh, that's right, I remember that. I liked that" and then maybe they'll reach out to me. Here's number six: Give back. I have these vlogs, I'm trying to do this just to give input and give advice, and my personal journey to you guys and gals, in hopes that it's gonna inspire and give you guys some motivation, give you guys some guidance, that type of deal. It motivates me too. I talked a while back -- this was a Facebook Live post, so you won't see it on YouTube -- where I was doing a whole bunch of mentoring, and I described that it's surprising at first, but when you mentor someone, a lot of people think it's going to go from the top down; from the mentor to the mentee. But if you're in a good relationship, in a good situation, very often the mentee can inspire the mentor. And so it's reciprocal, it goes back and forth. Yes, you're pouring into the person that you're teaching, helping, guiding, but they're also inspiring you with their energy, their fresh ideas and fresh outlook on things. It can go back and forth. So I'm a strong advocate of giving back as best you can. I think that's about it. So to recap: Be active in the industry, and stuff that isn't directly you. Don't make it only about you, but take part. And not only about audio. Make it something that's not your discipline. I love the writing in this game. I love the art direction in that game. I love the battle system in this game. By the way, the subtext of that first little bit was "are you playing games?" I mean if you're working in the game industry and you're not playing any games at all you're kind of missing the point. Attend conferences both on the global scale and on the local scale as much as you can. Interface with people directly. Get them to have face time with you directly. It makes a huge impact. Focus on your branding and your marketing. What are you doing? Are you adapting, or are you doing the same stale post over and over again? Know your skill set and focus on that, while on the side keep growing and learning. Put stuff out often. Be just engaging. And then finally, give back to the community in what ways you can. Ok, so I hope that helps. If you like these videos please like, subscribe, comment, share. [Parting remarks]
11. ## Best places to "market" my VR game

Marketing question. Moving to Business forum. See some of the other marketing threads on this forum.
12. ## Story writer for a mind bending VR puzzle game.

Seeking a game writer for a VR game. Need free work during the initial demo phase for a publisher or Kick Starter presentation to seek funding. The position will become paid, post funding. Will need to sign NDA for final plot characteristics. We will only build the game if there is funding to support that. Applicants Please should include A short story Links/references to previously completed writings or training. Any other abilities that will help/support a game dev team. Send it to Game.Dev@Live.com Short story parameters: Someone is solving a puzzle box. Why? How did it start? 500-1000 words DO NOT FINISH the story, leave it a mystery. Make me wish I had the rest of the story. 1st person perspective, can use narrator to provide outsider knowledge. Something about the puzzle box disobeys known physics. Could be magic, or sci-fi, but you don't need to explain it. NOT HORROR. Exceptions of Cerebral Horror. The game is intended to be a mind bender. NO CONCEPT ART, NO PLOT POINTS. There are key elements behind the NDA that will undoubtedly change these. TEAM: Dan Violet Sagmiller - Industry Vet, published author on Unity/AI, MVP, advanced speaker Nick A. - Senior Programmer ????? - Writer Xtrodinaire ????? - Modeller/Artist ????? - Audio Designer ????? - Level/Puzzle Designer (3D) ????? - Lighting/Effects Engineer.
13. ## Quaternion to Euler very imprecise

I'll repeat myself and say that I'm skeptical that Euler-angle conversions are handedness-aware. I just mention this in case you're somehow confusing handedness with axis order (which would be easy to do, since both of these conventions can vary from source to source). As an exercise, it might be interesting to try writing left- and right-handed versions of the same conversion function and see how they differ. That might provide some insight as to whether handedness is actually a factor.
14. ## Quaternion to Euler very imprecise

I finally got the left handed version working: void Quaternion::ToEulerAngles(float* X, float* Y, float* Z) const { const float SingularityTest = (x * w) - (y * z); if (SingularityTest > 0.4999995f) { *Y = 2.0f * atan2(y, x); *X = CMath::HALF_PI; *Z = 0.0f; } else if (SingularityTest < -0.4999995f) { *Y = -2.0f * atan2(y, x); *X = -CMath::HALF_PI; *Z = 0.0f; } else { *Y = atan2(2.0f * w * y + 2.0f * x * z, 1.0f - 2.0f * (x * x + y * y)); *X = asin(2.0f * SingularityTest); *Z = atan2(2.0f * w * z + 2.0f * x * y, 1.0f - 2.0f * (x * x + z * z)); } }
15. ## Quaternion to Euler very imprecise

Just out of curiosity, what leads you to believe it's due to handedness and not (as you originally surmised) axis order? (I ask because, as far as I know at least, Euler-angle conversions are usually agnostic with respect to handedness, whereas axis order does in fact matter.)
16. Yesterday
17. ## Best places to "market" my VR game

I just published my Oculus Rift game recently. I announced it on this forum to get some developer based feedback. I would now like to find some good places to gain some traction with "normal" VR consumers. ( People who are not gamedevs ) I was wondering if someone is aware of some nice places to gain some users for my game. PS: This is not a commercial project. I'm just looking to enlarge my user base.
18. ## Free music and sound design for your projects.

Hello! It is still difficult for me to call myself a sound designer since for the time being there are only tracks in the portfolio) Me with my partner write tracks for games and do it for free, and then we put them under the CC license so that others can use them calmly. I would really like to hear at least a couple of words of interaction from you gamedev and I would be very happy if someone our creative work is useful. Naturally, our goal is to fully sound the games, and maybe something else. So if you have any suggestions for cooperation, welcome!) Here is our website for now if someone is interested to listen. Rage-zone I hope you do not think for advertising. Our goal is not the same.
19. ## What are the requirements for creating a original game

This is exactly what I needed I appreciate all the advice from everyone who commented. I'm sorry I couldn't respond as soon as possible about the specifics of my question.
20. ## Professional Game Developer Looking To Build Up Team For Cool Game Idea

Hi, i am composer and sound designer. Intrested in your progect. My portfolio in profile. Lets start)
21. ## Quaternion to Euler very imprecise

Looks like in reality it's an handedness problem, I'm in left handed, my FromEuler is in left handed and the ToEuler is in right handed. The calculation from this website is in right handed.
22. ## C# constructor explanation

Oh! Ok! Thanks! I've seen this before in Java where you have to insert certain variables into the "super" of a class. Okay, I completely understand now. Thank you. I guess because I've never looked at the Plugin class before for DarkRift that, I never saw that. Definitely want to take a look at that now just so I can see how Plugin's really work and what that parameter is for.
23. ## C# constructor explanation

When one class derives from another, the derived class's constructors are required to call one of the base class's constructors (unless there is a parameterless constructor, in which case that will be called implicitly if you don't specify a base constructor to call). The ' : base(parameters) ' is calling the base class' constructor. Other languages have this as well. All OOP languages I've used have slightly different syntax to do this. Java has "super". C++ has initializer lists which can both initialize members and call base class constructors.
24. ## C# constructor explanation

Okay, so I know what Object Parent to Child Inheritance is but, can someone explain to me what's going on in this constructor of this class? using System; using DarkRift.Server; public class PluginExample : Plugin { public override bool ThreadSafe => false; public override Version Version => new Version(1, 0, 0); public PluginExample(PluginLoadData pluginLoadData) : base(pluginLoadData) { } } This is an example plugin I created with DarkRift Networking. I know that the class is extending the Plugin class (Meaning that the PluginExample class is a child of the Plugin class and that Plugin class is the parent class.) but, what I was trying to figure out was, what's going on with the constructor for the class? public PluginExample(PluginLoadData pluginLoadData) : base(pluginLoadData) { } I've never seen a constructor like this with other languages so I was wondering if this was a C# thing. I still got my code to work however, I was wondering what this may be exactly so perhaps I can use it to my advantage. It may be something that's only with DarkRift? Any explanation?
25. ## Quaternion to Euler very imprecise

Apparently the issue was the FromEuler function, using the Quaternion From Euler from the same website all works good: https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm I think the order was an issue from the two functions yes, a conflict of convention in the maths.
26. ## What framework or engine should I choose?

Thank you! I will try it.
27. ## Game initialization.

Using static variables doesn't imply that they must have a lifetime longer than main.
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