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About namar777

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  1. I'd suggest you keep camera info internal to your game and not rely on ViewController. You have to handle transforms anyways.  Do a test on assets who's bounding boxes are intersecting with viewport and draw them.
  2. so umm... wtf is .Net?

    Above all the complexity; it's a virtual environment that allows your code to run (similar to JVM "java virtual machine*) except that it's constrained to microsoft platforms , although i believe there are some homebrew projects to make those programs run in other platforms. Why is it useful? Well, you can literally build your own language and compiler as long as you adhere to the CIL and CLR which are the last steps before your code goes binary; hence good for execution! (other benefits of course: C#, J# etc.) Although your code is vulnerable to disassembly, slower than native compiling etc. Personally i use the language for lightweight projects: editors or external controllers to my engine etc. I suggest you soak in some info here: http://en.wikipedia.org/wiki/.NET_Framework#Architecture
  3. NAIP1

    [Placeholder for awesome iphone project i'm about to roll out!]
  4. I like this!! Definitely a step forward into creating a type of "social networking" ecosystem for game dev's. But i'd expect more work to go into this, especially in bringing together different game dev's (artists, programmers, scripters, designers etc.) in a fluid manner. Projects posting etc. Good Luck!
  5. OpenGL About OpenGL and DirectX

    Quote:Original post by Deliverance I think concentrating on learning more graphics/math/physics/computer science related subjects would be more useful. The tools come and go, the algortihms, the great ideas and concepts will always remain. Word!
  6. Comment on my Music

    Nice! I like that you have different moods in one song, which is awesome for queuing different parts in let's say, a video game!. Good work, but the question is, can you precise "mood compose"... That means, if i request a certain mood, can you build the music for that? If you got that, then you should start doing contract work for game developers and even movies (although i'd expect they'd want less synth sounds, but it's a start!)
  7. DX11 DX11 multithreading - why bother?

    Well there is a point, in that you don't have to use or follow multi-threading if the situation doesn't require. Just be flexible and pick the best suited tools/options/solutions for your project.
  8. help with a code

    How i would go about it... [source lang = "c++"]' void Attack() { int choice = rand() % 3; //include #include <stdlib.h> switch(choice){ case 0: cout<<"You have attacked with your sword"<<endl; break; case 1: cout<<"Your sword has been destroyed during the hit, your target had killed you"; break; case 2: cout<<"Your have slain the enemy with your sword"; break; } };
  9. You'd be surprised at how much the sgx and mbx [to some extent] can handle. I can't post picks, but my current project, uses some advanced [new gen] shaders like effects. The trick is, i leverage memory on gpu and ram (iphone that is). If you have a few passes, offset workload on ram, render to buffer and export for off-gpu calculations. The SGX makes it easier, as i have access to almost all rendering buffers. Good Luck
  10. Don't know what your code does, but the general idea of bones is: Bones are like normal objects (transformed by matrices). Child bones' transformations come after parent's transformations are applied. Arm Transformation -> Hand Transformation. Each transformation applied, takes you to object's space, where child exists. Good Luck
  11. Algorithm for picking up items

    Keeping it short... i hope you have path finding algorithm. Just assign the items as so: equation assignment for each npc: # % (# of items free to pick left) Optimize by assigning the closest one (distance wise). Better but more costly would be to have a a predictive path finding (walk the path) and shortest path is assigned to npc. Good Luck
  12. Please help me in pointer

    Woops :^)
  13. where else would i be able to work?

    Well one of the main reasons people leave is the time and effort the "job" requires. Also, game programming demands a high level of skill set and marriage of computing, math and physics. Added to that is the art aspect of it. If you spend time in the industry you should be more than able, with little training to access other parts of the technology field. Reasons why you should stay, is precisely the fact that you get to have the science and art coming perfectly together!
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