Hodgman

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About Hodgman

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  1. Loads of companies still use their own custom engines. Note that this isn't "not using an engine" - they're often just as big and complex as something like Unreal or Unity Unity and Unreal are both horribly bloated and aren't hard to beat in any specific area. Unreal's strength is that it covers so many areas that it's impossible to catch up. Unreal is also interesting that they give out the source these days, but many parts are simply too complicated to customise in a way that would typically be required, or doing so would lock you out of upgrading.... e.g. I've never worked on two games that have used identical rendering pipelines, but doing these changes in Unreal, while technically possible, isn't really feasible. Instead you just use what you're given. Unreal is cheap noe for hobbyists, but it's still just as expensive as ever for big games. I'm guessing that Nintendo has switched from internal tech to Unreal because- 1) management died and was refreshed 2) they've no experience writing modern engines at all. All they've ever done has been ad-hoc game-specific tricks and hardware that's totally different to the mainstream. 3) they're finally making games for other people's hardware now too.
  2. In order for them to benefit, you've actually got to bring something of value to the table, such as experience/competency/talent/money that they don't already have. An idea by itself doesn't have any value at all, so is the same as coming to the table empty handed. That's a fact that might take a while to become evident... If you want to give it to someone so they can make it, just go ahead and write about your ideas. If they're amazing, and people like them, maybe they'll end up inspiring something similar in a real product one day.
  3. Are you spinning on the query results immediately, or do you wait a frame before trying to get the results?
  4. If it's a common pattern, then make "i just destroyed myself" a core part of the signalling system, so your loop can terminate correctly.
  5. Mine are all pretty relevant to my interests - I imagine this is down to how well Google has profiled you, rather than a GDN based selection?
  6. Just, FWIW... Tech startups in the US typically budget $10k per staff member, per month. A typical AAA game or MMO probably has at an absolute minimum, 1000 man-months of work behind it.... which means you'd need $10M in funding. Any new venture that can deliver that much money from a tiny bit of investment as a sure thing, is a scam... It's probably not a good idea to try to make an MMORPG as a new and unknown company as your first product. This is just one reason why you might feel that your idea is unique -- other people may have had the same idea before, but didn't have the $100,000,000 required to actually create it... Another reason is that a lot of ideas are literally incompatible with a game being an MMORPG... The speed of light between East Coast USA and South East Asia is a hard limit -- better technology isn't going to reduce that constraint. A 5v5 FPS game doesn't care about geography like this, but an MMORPG must (or cease being massive). Game design is all about working within realistic constraints and cutting back ideas as much as possible to actually produce something good at all. You need to find a compatible mix of technology and game rules, and then condense it into something fun.
  7. ... we don't know yet / yet to be announced ...
  8. Game rules are specifically excluded from copyright - they can't be protected. Specific implementations of algorithms can be patented, but this doesn't really allow you to protect game ideas. Design-patents allow you to protect the look of a product, such as the shape of a coke bottle or the UI layout of Tetris... Patents are also horribly expensive, need to be written by expert lawyers (again horribly expensive) and if anyone violates your patents, you'll need to wage legal war against them (sue) which is again, horribly expensive. No one bothers with that stuff in the games industry. The extent to which your ideas can be protected is not worth the cost of that protection. As for trying to sell it, nobody buys ideas. Most people wont even let you pitch an idea to buy as (1) It's a waste of their time and (2) it opens them up to legal liability - if they're already working on a similar idea, you'll complain that they've stolen it from you. The real value is in the implementation of ideas, not the idea itself. Ideas are only a starting point of a very long an expensive journey. Game designers do not just write down an idea and then go home for a year while it's created for them. Game designer is a full-time job for the entire duration of a project - constantly guiding the development team and refining the idea as implementation of it exposes rough edges that could not have been predicted at the start. Companies don't buy ideas, or hire idea-people, they hire designers. The exception is is you have an idea and lots of money. In that case you can hire a studio of designers and developers and give them your idea... If you don't have money, you could take the idea to investors first, to convince them to give you the money... But you will need way more than an idea - you'll need an entire business plan and enough business acumen to put a realistic value on your company (which has nothing but a valueless idea and no ability to execute it,a very risky investment). You can try and do the kickstarter thing, but it's the same deal - just an idea and no ability to execute does not inspire confidence... Plus you'd have to disclose the idea. Alternatively if you want to extract some value from it, you can just go ahead and start refining the idea further in public (on forums, blogs, etc). In the unlikely event that someone steals your idea, at least you'll be known as the inventor / first person to publish the idea,which, if it actually is revolutionary, is a great thing for a future career as a designer. Chances are that no one will steal it though as everyone has way more ideas already than they have the time/money to create
  9. I haven't used LuaBridge, but yes, lua has the "light userdata" type which is exactly equivalent to a void*. Pointers should generally be implemented as these light-userdata types, or as heavy userdata in order to attach RTTI info / a table of members, etc, to it.