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About Katie

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  1. " i think it will have much better chance of finding investors." You will almost certainly not find investors to put money into a games company that has never shipped product. Angel & VC investors are looking for high-risk, high-return investments; they want a 1 in 20 chance of a 1000x reward. Games companies do not produce the growth rates required for that. Banks want a 1 in 1 chance of getting a 106% return. You can't offer that certainty. And to anyone else, your competitors are people who've left studios to set up on their own and were lead developer on titles people have heard of...
  2. Developing an old game clone

    Well, that depends on whether you like getting legal letters/summonses and so on. Technically they get to a) write to you demanding that you stop distributing it (and if you can't things will get worse..), b) pay them for the loss of any value to their IP and c) since you knew it was their IP upfront, get punitive damages as well. They might not. But they also might. Get a lawyer.
  3. Military Simulation Game

    You will be wanting to read "Numbers, prediction, and war: Using history to evaluate combat factors and predict the outcome of battles" by Dupuy. You'll have to find a copy at a used-book dealer because it was published in 1979. Awesome book. Controversial then and now, but still an awesomely comprehensive approach. He adopts the approach of working out what the "+X for a defensive position" type numbers ought to be, extracting data from history and then using the outputs to retroactively predict historical results and get the right answers.
  4. "Is that a realistic salary for a Java developer?" Yes. That sounds ballpark for mainstream Java dev work with that kind of background. "Also, if it is, are there any chances of earning more?" Work for a bank. Seriously. You could maybe get to 110k-120k. I've interviewed for 200k roles with hedge funds/similar, but I don't have the maths to pass them. Or in one case the solid decade of D3 they decided they needed after dragging me all the way down there... "I'm also wondering how much value the £4K-£4.5k can have in London, for my family with 2 children?" You're about to be upset... A 3bed flat in a reasonable area runs anything from 2-4k a month. Food, beer, transport -- all expensive. You're unlikely to find much to buy with a 250k mortgage ceiling. You may find you can live better in Oxford for a lower salary (don't forget that you're paying 40% + NI on any notional bump and when you get even higher the tax rate grows[1]). Also consider QoL for kids in London. The upside is that the London market is what people would call "buoyant"; which basically means you'll be sat next to empty desks that can't be filled, you'll interview candidates a lot and can walk out of the door straight into another place if anything goes wrong because everyone is hiring all the time. Once you're there, it's all a bit heady. [1] I have payslips with 59.7% deductions on them and that's pretty depressing when you're jammed into a tube at 07:00 in the freezing cold dark winter listening to someone's crappy headphones going "Tsssst, tsssst, tsssst, tsssst, tsssst, tsssst, tsssst, tsssst, tsssst, tsssst, tsssst, tsssst..." for an hour while TfL intermittently shouts "kkkkkrrrkkkk-orry kkkkkrrrrk-elay krrrrkkkkkk-ignal failure at kkkkkkrrrrrsh" over a tannoy last serviced when Napoleon was breathing.
  5. Change career path to GameDev

    "during studies finished some simple games." That's quite an important selling point; you've got dev background and can implement games. "During my computer science studies I learned basics needed to work as software developer. After my graduation" And some education but not too much. "My C++ is average I think." And a sense of proportion[1]. If I was in the business of hiring game devs, you just made the "phone interview" stage on that basis.[2] Go meet indies like pcmaster says -- if you can find some ex-studio people see if you can talk them into some mock interviews to practice. [2] Actually you'd get the same decision here, because I am bored of seeing CVs from people with two doctorates and a fifteen year career in academia faffing about with exotic type theories but no actual industry experience of shovelling code into a project... [1] Too many people are already code gods who don't need to learn anything.
  6. Community College or Online School?

    "I'd want to be the one calling the shots. A person who oversees the overall developments of a game and decides what gets put in and what doesn't." Well that's pretty easy. There's a few ways to do it. One is do the game yourself which is tricky if you don't like coding. So of the other options, one just needs you to have a couple of tens of millions of dollars and the other is to have written a bunch of successful games across, say, a decade.
  7. Community College or Online School?

    What IS an "Associate's Degree" ? I don't think we have them in the UK...
  8. When I did this, admittedly a while back, I did something like pass 4 coordinate pairs in per line -- two at each end. I then used the vertex shader to spread them "out" from the line along a vector which is at right angles to the line and the eye vector (passed in as a uniform). That makes a billboard covering the line's projected position. The vertices have texture coords set up to run (0,0) -> (1,1) across the space with one axis running up/down the line and the other "across" it. The pixel shader can then use the proximity to (0.5,whatever) to put the glow in. It's performant enough to run on mobile devices without too much aggro. It's not *quite* technically right, because you're supposed to use the vector between the point and the eye (rather than just the direction the eye is pointing) which changes across the FoV, but if the FoV is relatively narrow, no-one notices. It's also a bit unstable if the lines are close to the camera, but... don't do that? For picking the lines, I cheated some more and used a transform feedback array -- the lines fill in their depth if they think their projected points are close enough to the point clicked and the CPU then just scans the array looking for the nearest close result (Grabbing a transform feedback is expensive, but if you're only doing it on clicks it's not too bad.) You could pass in the XY of the last click and have the vertex shader check the position to see if it's close before deciding whether to add glow & expand out the endpoints.
  9. Is there a reason they have to be OpenGL textures -- can you share the data in the regular system memory before it's uploaded? That's a lot easier.
  10. I believe NV_copy_image won't do this.   GLX_copy_image, on the other hand, explicitly will -- It takes a source & dest context as well as image IDs, XY, width and height. It may not be massively efficient though.   What are you trying to achieve?
  11. "This is a bit presumptuous" Not really, I read you using the words "for profit" and presumed that by that you meant you were developing a "for profit" system which used other people's IP -- their brands, trading names, representations and designs -- to make YOU money not them... Game Vault will likely be running with a plan of using a "fair use" defence -- note that while "fair use" doesn't require a not-for-profit basis, court decisions based on it favour those usages which don't derive money from the use.
  12. Yes. Nintendo will be along with a C&D letter as soon as they find out.   You can either plan to swap out the designs at that point, do it to start with or you can ignore the desist and have very expensive and tearful conversations with lawyers later.   Why are ALL the questions in this forum along the lines of "Someone else did a bunch of hard work building their neat brand/designs/logos/IP... I want the results of that but without the hard work bit, can I just steal it instead?"
  13. MMO means hundreds of thousands of users -- how are they all going to fit on the road? Networks mean lag. Lag means some people are behind others in the information they have; and in racing that's going to be a problem -- however fast you make your code, anyone on the wrong side of an ocean is looking at the world a tenth of second or more behind other people. And in racing 1/10th second is a long time... you'll need a solution for this if you're going to make it work. "Most probably rip" And you're instantly in trouble... "me no care." So the problem is that the law doesn't quite work that way... it can MAKE you care.
  14. The controls form a tree. A dialogue contains a couple of panes, the panes contain controls, the controls contain some static text and an entry box and so on on. If the outer control completely contains the inner controls, it can check if the redraw is within its bounds and if not... doesn't propagate it to the contained controls.   This is how most real-world UI rendering systems operate -- boxes within boxes within boxes. It's common to Windows, MacOS, X11. It's happening inside web browsers and it's also the case for most mobile phone UIs. It's not the only solution, but it's a well worked one. Most UIs with non-transparent elements can optimise further (because it's only the top-most opaque object which needs to paint). You'll have to exhaustively run through ALL the nodes and paint them in reverse stacking order.   The other solution is to use several drawing layers. You draw each UI elements to one as if opaque and composite the outputs together afterwards. This needs more memory and more GPU power but less CPU work.
  15. "only redraw the controls (and their parent controls as well) if they intersect" The GL renderer is *already* doing that work (because it can't know you pre-clipped everything). Possibly it can even do it in hardware.. Just throw your geometry at it, let it sort it all out. Don't worry about it unless it's actually a problem.
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