Jump to content
  • Advertisement

Peachy keen

Member
  • Content Count

    120
  • Joined

  • Last visited

Community Reputation

234 Neutral

About Peachy keen

  • Rank
    Member
  1. Working on something right now, doesn't matter too much what it is, suffice to say that it's a sort of looking-down view, and I'm interested in implementing line of sight [among other senses, but the problem is the same], and am doing something along these lines. Each active entity has a possibility to have a list of senses that receive messages based on what is going on [sight, for the sake of example]. In the world, there are sensory stimuli spread around [such as objects you can see, for the sight example] that the particular senses can pick up. Well, updating the sensory information has a lot of potential for becoming a rather large bottleneck, with enough things running around, and enough sensors and stimuli floating around, so I've rather settled on that I can't update every sense for every stimuli each and every frame [just too many possible, even several for a given character, and then each character having this issue]. So updating every sensor every frame is just not an option, especially considering the complexity of some of the sensors, so I'm wondering what others have done with this sort of system. Update a sensor when it's on the move? Send out sensory information when a stimuli is moving? Timed intervals [this one might be best for senses that can be less immediate in their effect, like having a character respond to hearing something break, or smelling something rancid]. I don't want that sense of things popping into view suddenly, so a 1 second interval on vision would of course be unacceptable. But I'm a bit perplexed about exactly when to update things that change continually.
  2. Peachy keen

    Hottest guy from any game.

    Quote:Original post by Promit Can't help but think of the first 3d prince of persia. At the rate he was getting undressed, that game was about 4 hours short of being very.... interesting.
  3. Peachy keen

    Yet one more post about FPS

    Locked frame rate is approximately locked. If you 'lock your framerate', with any sort of function set, at 'x', and you call your renderer 'x' times a second, You're going to get a frame rate that averages to 'x' frames a second, but the individual frames aren't always going to be spot-on at 1/'x' seconds apart. Even in the code you write, you get the timing perfect within your game, you're running in a multi-threaded environment, and that'll throw a bit of noise into your equations simply because your program isn't always on the processor. If you lock your frame rate to, for example, 50 frames a second, and are getting a calculated frame rate of 49, or 46 [if you lock the time, you're not likely to see framerates larger than that which you lock it to, since it'll fail the condition required to render to screen], then you can generally consider your framerate pretty much set. Oh, and the lower frame rate you shoot for to lock it to, the more likely you'll have calculated values within that range, since the context switching, processor load, and various other performance anomalies will not really throw it too much. A locked rate of 75 fps will see some noise, and might drop down to 69 with no real noticable difference, but a game locked something silly like 5 fps is not likely to ever drop down to 3, under the same kind of load as the 75 fps game :P In other words, a 'locked fps' is an upper bound that you are attempting to converge to.
  4. Peachy keen

    Adult themed bullet points?

    This is what i put up earlier, and quickly removed because I was unsure about the rules, and have since checked up on it. Well for example, one of my projects features a main character who spends a large portion of the game in various dream worlds, and you get the impression that the entire game takes place in his own twisted imagination. One of the acts he wakes up in a shadowed area completely naked [it’s a 3 /4’s view isometric 3d]. The texture is that of a nude man, as is the model [and there isn’t some stupid little diaper that you see in a lot of games if you take off all your clothes]. It fits totally within the story. There are other segments in the same game that are very sexually themed [a forest where the trees look like people entangled together]. A game like that, with entire regions of the game set in erotic themed scenes [even in cases of not actually people having sex], would be very hard to just ‘edit out’. A project like that, while what I consider to be one of my very best projects,[actually, i'd say thats my very bets project, but quite a stretch] would have to be thrown out completely due to content. Another project where you play a character somewhat along the lines of ‘V’ in V for vendetta, a terrorist/freedom fighter. That would likely be okay to put in, but it is very political, and s set directly into the real world with real political figures. That might be the line it crosses. Another features zombies, and in many games there are shirtless male zombies, which I have, and I also have shirtless female zombies. That’s a case where it would be easy to just edit the graphics, but it does actually make sense that if you’d see shirtless male zombies, that you’d also see shirtless female zombies. It’s not portrayed in a sexual way, but just as something that ‘is’. Stuff like that. Stuff that is 'adult', and certainly the person who is reviewing my work would be an adult, but if they are looking for projects that look a bit more 'kid friendly', then I'd be better of not even submitting these projects in a portfolio, and instead submitting my lighter, fluffier work, or stuff that's just violent. Thanks for all the input by the way, this is something that has really been bothering me, since I'm going to be trying to take a step into this industry soon, and am setting up my work samples, and while having a wide range of sample work to show them is always a good thing... you get it. I don't want to shoot myself in the foot.
  5. Peachy keen

    Adult themed bullet points?

    Woooo thanks for the input. I had a whole thing typed out here, but promptly read the forum rules after doing so, and am not certain they meet the rules. Anyway, thanks a bunch, this has really been weighing heavily on my mind.
  6. Peachy keen

    Adult themed bullet points?

    Heh, oh it's already in the game, and i'm sure my mother would be so proud of me that her head would explode as she tried to choke me to death. By the way, i love your bad game ideas. So... funny...
  7. Peachy keen

    Adult themed bullet points?

    Hello, I was just wondering if you could all answer me a quick question. I’ve worked on a few projects on my own, and I’ve occasionally included rather adult themes in them, from drug use, to sex, to whatever, and in several have included rather controversial subjects in them. They’ve always been just for me and my friends, and I’m comfortable with the topics and subject matter, but I’m not so stupid as to not notice that certain subjects you tend not to see in main-stream published games. There is usually plenty of violence in typical games, something that many of my games are rather light on, but you tend not to see nudity/romance/sex/drug use/politically charged issues/controversial issues/etc. very often. I was wondering, for the purpose of assembling a portfolio to get a job in the game industry, if these particular projects would serve me best if they were omitted, and I assemble a portfolio composed of games that are more along the topic lines of most main-stream games. I understand that the technology community in general is much more accepting of many things than is the at-large community, but don’t know if these projects, while certainly some of my very best, should be my first-foot-forward. What do you think? And thanks for your input. Really appreciate it [don't want to get myself accidentally black-listed before even getting into the industry in a paid position]
  8. Peachy keen

    Isometric engines

    Wow, thats actually really impressive, and such a tribute to such an amazing game [fallout]
  9. I know there are some open source engines out around, I recall seeing them before. I'm talking to someone right now who is tight on time and in need of progressing beyond the basics into the actual fleshy game-code portion, and wants to make an isometric game. In other words, want to get right to the game code, and skip the engine code. Would be a useful resource anyway, for anyone who browses this section regularly.
  10. Peachy keen

    Some basic networking questions

    1)Pretty much all DSL routers these days have a firewall built into them that requires traffic to be initiated from behind the firewall, before responses can be sent to things behind the fire wall. Most of these routers have a NAT system in place to provide this firewall, which leads to 2) the IP you see from 'whatismyip.com' is the 'outside world' IP, that is the actual number assigned to your DSL router. The NAT [network address translation] system in your dsl router assigns a 'local IP' [typically in the 192.168.1.X range] that is used exclusively behind the firewall. When you want something on the regular internet, the NAT system exchanges your local IP address, with the real IP address that the whole world sees [that is assigned to your router], gives it a new port, and sends it on it's way. The packet is then given your local IP, and the port you used, when it gets back to you [thus making it transparent to you]. This is also how there are now more devices on the internet than there are IP numbers, since each single IP number can serve a huge number of machines[ due to the nat system], so long as this single IP is given to the only physical link between the local network and the outside internet. 3) It is insanely unlikely that someone is going to be able to attack your system while it's behind the router [again, due to the NAT] Denial of service attacks are just floods, nothing more. 4) when your sister goes off to college, if she ends up being behind one of these NAT using routers [which is almost assured], then you're going to have a lot of trouble connecting to her directly. You might want to look around through some articles for a "NAT punch through" technique. You're going to have a very hard time using a NAT punch with TCP though, just because of how it is implemented, for reasons that will become much more obvious once you read up on NAT punchs [Edited by - Peachy keen on July 31, 2006 12:02:54 AM]
  11. What do you think where the moments in gaming history that got attention from media, and didn’t deserve it. Congress [in the united states at least] loves to bash topics in games, and bring up the gaming community in general as a source of moral depravity and decay, but I personally don’t think it’s warranted. The media in general loves to blame specific video games [or even specific scenes in video games, like ‘hot coffee’, which really wasn’t even in the game, but whatever] as being icons of whatever ‘bad thing’ they want to pin on it, and uproars are caused over such stupid things. But too much seriousness isn’t good for us, so for the sake of humor, how about a collection of game-events and game-moments that were insignificant, but drew huge attention. The pebble dropped in the middle of the ocean that caused the tsunami?
  12. Peachy keen

    Understanding Matrix Views

    Personally have always found the matrix pre-packaged functions to be a rather large contribution to the problems involved in understanding how your things end up looking how they do. I HIGHLY advise learning some linear algebra, especially some stuff about the multiplication of matrices, and read the SDK about the order inwhich the mat's are multiplied together, and the range of end-values that are considered 'visible'. Do some hand-made trials, and hand write a few simple matrices to get things to look how you think they should. If you understand the matrix, learning whatever little stupid function to help actually put the matrix together won't seem so magic, and you won't feel so locked down by mysterious variables and values. This is expecially true when dealing with the D3DX stuff, since [at least a huge number of the math functions] describe exactly the process they use to get the end result, so you can see exactly if its really doing what you intend it to do.
  13. Peachy keen

    The psychology of constant failure?

    Used to know someone a long time ago [before poker became as curiously popular as it is now] who would play online poker back on MPlayer [ think it mplayer], when that was one of the small handful of games that you could play without having purchased the game [other games were checkers, solitare, black jack, all the typical crowd was there]. Well at the time betting wasn't really a thing that was done officially [because in many places, it was illegal, and still is], so mostly it was just for points to go up on the board-o-fame :P he wrote out a statistical program that would play the game for him. He wouldn't win every hand, he wouldn't even win the majority of the hands [more than 2 people playing], but he'd win more than his share, and he'd do it consistantly, and if he had been betting, sure he'd made a bunch of money. Guess there isn't much a point to this story, sept maybe to say that you should be aware that just because you're playing with your brain, others enlist outside help :P This might be especially obvious if you start doing well, and as more information gets provided, start doing more poorly [since of course computer programs do better the more they know about the current state] Some guy sitting there with a calculator and a note pad has an advantage over the casual player, and you've got no way to assure this isn't who's on the other side in an online game. It's kind of obvious if you bring equipment with you into vegas, and they don't allow it for a reason :P
  14. Peachy keen

    scared and the problem is simple

    The solution to a problem you don't know the solution to? it's always the same. Choose a less developed, generally unstable nation, and declare war. Works every time.
  15. Peachy keen

    Gay parade in Riga given go-ahead

    Look at it this way, its like a litmus test. If your intellectual opponent has a frothy and nonsensical argument, and doesn't use garbage like this to support their claim, you have to weed through enough of the BS to get to a point to notice that everything you've been talking about up to that point, was pure garbage. If they bring out sources like this, you can just dismiss them as not worth the time to argue with. Could save you lots of time.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!