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Showing content with the highest reputation on 05/10/19 in Posts

  1. 1 point
    Because that is what makes a perspective projection have perspective. The division is what makes things shrink as they move further from the camera.
  2. 1 point
    Pre-revenue funding is quite a challenge to tackle, and it's a business I've been in for the past many years now. It's anything but easy. Things that can help: Relevant years of experience in the field (in case you pursue funding sources that require credibility such as publishers interested in taking early equity risks) Having a genuine great / unique idea (they exist, and no, yours isn't (I could be wrong, but saying this is trye 99.9% of the time and one rarely gets to be part of the 0.1%). Having another somewhat relevant skillset to barter with (say you make websites...) The simplest solution is to forego funding altogether, and avoid going rev-share in the process. That's where I feel barter really helps. I've, personally, used that twice during the startup stage (1 turned out to be helpful). Another solution is to turn your product-centric initiative into a service-provider in a temporary manner. If you're an artist looking to pay a programmer, freelancer as an artist for a bit and try to generate some extra funds to fuel your game development efforts. It takes a lot of time and patience, but there's a hidden intrinsic value here even if you don't turn up a profit: the longer you do it, the more credible you become to potential investors because 'sweat' can have a value if you frame it properly. Crowdfunding is a bit misleading. Circa 2014-2015 it was still possible to turn an average campaign into a 50k+ funding round. Around 2018, the average successful video games kickstarter went below 25k, and the average cost required to air a successful campaign has increased drastically (there are no 'solid' numbers there, but an estimate of 10k has been raised on a few occasions). The reasoning here is quite simple: Crowdfunding started as a very open solution, and backers were optimistic at first. But after waiting 3-4 years for a game that never came, some of them became jaded with the platform (rightfully so). So now they need to see how the game is going to happen so they need to see a game that's further along, a team that's credible, a timeline that reassures them, etc. The net result is that Crowdfunding is more and more a clever marketing tool and not so much a pre-production funding initiative. It's still a great platform, but it is easier to use when you're 80% done and want to: fund the remaining 20% AND acquire a user base for your launch at the same time. As for determining selling points, it's a science onto itself. Roughly 20% of the work we do involves framing how a game is going to be presented to publishers and other investors. Strategic and market analysis come on the line, as well as the production of a pitch document of some kind which includes key information (sometimes, the best way to sell the game is simply solid metrics). It would exceed the scope of this post to leave the realm of the theoretical question, but if you have a practical example you'd like to dissect, my inbox is open
  3. 1 point
    That doens't change the fact that it is very similar, if not exact, to a DirectX projection matrix.
  4. 1 point
    You're probably right. I was using the C# version. My mistake.
  5. 1 point
    Ok, i'll bite. Is Nick Killey a real person you know, who you want to make a game about? I'm just mentioning this because if it is, that could land you in massive hot water. I wanted to be absolutely sure about that, and you to be absolutely sure about that, before you pitch this idea any further, because something doesn't sit quite right with me about this whole thing. I could be wrong. Please let me know, if i am.
  6. 1 point
    You need to look into your country's tax laws. That's where you'll get your tax answers. You will have to pay UK taxes on your income. Since you're not an employee of the Swiss company, I imagine you don't have to pay any Swiss taxes but I'm not a lawyer or tax specialist. You need a contracting agreement (a contract) with the company who's paying you. They'll write it. You can try to negotiate its terms. Don't sign it if you don't like it (don't take the job if you don't like the terms). What is your insurance question?
  7. 1 point
    The decision is mostly about what is most fair to players in different scenarios. If one person is on a low-resolution screen and one is on a high resolution screen, what is fair for your game? Should they show the same geography but the high res player see more detail? Or should they show the same detail and the high res player see more geography? If there are three different views, one is landscape, one is portrait, one is square, what is fair for your game? Should one see more data to the sides, one see more data up/down, one be clipped on both sides? Or should all of them be constrained to the same geography? Once you've decided those, you can implement different features. That can mean adding different quality settings based on the display, or it can mean implementing black bars (or decorative borders) so different screen sizes see the same window of the world. Exactly what is fair depends on the game. Displaying a different view, displaying more buttons or data, displaying a different shape, displaying higher resolution images, each can affect the fairness of different games, or have no difference at all in different games. Bars and borders plus a scaled viewport inside that constrained area can give you the same display on each screen, but that is also the most unpopular way to do it. Many people absolutely hate bars and borders, others will scream at you for scaling the viewport since it can blocky on their high resolution screen. Open and flowing to the screen size tends to be least fair across multiple players since bigger monitors and smaller pixels reveal more of the world. Fewer people complain about them, except in highly competitive games.
  8. 1 point
    A brief follow-up. After considerable snooping around it turns out it's possible to use Direct Manipulation in client mode - eg as a standalone source of gesture (zoom, scroll) inputs (for example, the code that comes as part of the Windows classic sample pack uses DM in conjunction with D3D and separating the two appears impossible at first). Since it took me considerable time to figure all this out, I thought I'd share how you can accomplish this: 1. CoCreateInstance an instance of IDirectManipulationManager (CLSID_DirectManipulationManager) 2. Get its update manager - you'll be using this from now on (I'll refer to it as the manager from hereon) 3. Use the manager to create a dummy viewport with some arbitrary size 4. Set the viewport configuration and call SetViewportOptions(DIRECTMANIPULATION_VIEWPORT_OPTIONS_MANUALUPDATE) 5. Add your event handler to the viewport (derive it from IDirectManipulationViewportEventHandler) 6. Activate the manager 7. In your message loop listen for DM_POINTERHITTEST. When you receive this message and the message comes from a touchpad, start polling the manager by calling Update() (the frame info provider can be NULL). Respond to the OnViewportStatusChanged() and OnContentUpdated() functions in your handler 7.1 I think polling is only necessary for touchpads since there's no event that would tell you when the user places their finger(s) on or removes their finger(s) from the pad. DM handles this internally and lets you know via OnViewportStatusChanged(). In order to tell whether DM_POINTERHITTEST is from a touchpad, get the GetPointerType() from user32.dll (it has the signature: BOOL(WINAPI*)(UINT32, POINTER_INPUT_TYPE*) ) and see if the returned type from GetPointerType(GET_POINTERID_WPARAM(wparam), &type) is PT_TOUCHPAD 8. If it is, call viewport->SetContact(GET_POINTERID_WPARAM(wparam)) 8.1 Stop polling when you receive the current status DIRECTMANIPULATION_READY in OnViewportStatusChanged() 9. In OnContentUpdated() call content->GetContentTransform() to get the floating point transform 9.1 You can make the transform relative within a gesture by calling ZoomToRect() on the viewport and resetting the coordinates in response to DIRECTMANIPULATION_READY A couple of notes: In a naive implementation scrolling by clienting DM like this seems is less smooth than what the MS-provided compositor does. However, the latter is purely DirectX-based and handles drawing/input handling in some complicated mulithreaded way If you don't want to wrap the DM code, it should be possible to use something like ANGLE to relatively easily get your GL FBO into D3D (or I guess you could manually download->(convert?)->upload the frame buffer). However this still requires your display surface to be DX-based. My knowledge of DX in general is poor so I won't comment further. Have a look at the link above for an official example how to do this if you're working with DX natively I wrote my own input accelerator on top of the data received from DM. However the results should get better once I transition away from WM_TIMER-based polling, optimize the draw code (framerate/smoothness really matters for a natural scrolling experience) and implement a floating point scroll accumulator that feeds directly into my accelerator as opposed to marshalling DM input through WM_MOUSEWHEEL messages (which only supports integral coordinates) If you have some time for a fantastic read on a topic that seems extremely simple and mundane, have a look at the article Scrolling With Pleasure by Pavel Fatin I hope this helps saves some poor soul a few days of in the future.
  9. 1 point
    PC too? Not only mobile? $100K is too low. Expect it to be 5 times that, at minimum.
  10. -1 points
    I have a game idea. Is there anyone willing to make it for free? You may sell it! So, My friend and I have been fantasizing about a villain name Kick Nilley who is extremely fat and the size of the empire state building and eats everything in sight I want it to be about a crew named the Otings who train and fight to finally one day defeat the great Nick Killey. Their leader is Lord Oting and Lord Fatape who is basically King Kong but fat. What do you guys think? Is anyone willing to do this game for free? You may sell it!
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