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epreisz

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  1. This is great insight. Thank you all for answering, very helpful to me. Keep 'em coming.
  2. Big systems needed to be optimized by their architecture and design. If you wait to optimized foundational systems it's often too late to change later.   The full quote from Knuth ads more context. Note that he is talking about small efficiencies.    "We should forget about small efficiencies, say about 97% of the time: premature optimization is the root of all evil."
  3. Now...before I get accused of posting in the wrong spot, I really do believe this is the right spot for me to ask this question. I'm hopeful that the moderator agrees. This question is for programmers only please.   As a game programmer, what hardware and platform are you developing on. For all of my career, this was an easy question to answer. But I've been seeing technical people around me shifting and I'm very curious about the trend for game programmers. Obviously this is highly dependent on what you are working on, which part of why I think this is an interesting question.   So if you don't mind, please respond with:   Hardware: PC or MAC Development Environment: Visual Studio, XCode, or Proprietary Editor (Unity, UE4, etc.)   or   Are you Dual Boot/VM?   Thank you!
  4. Hey everyone! I recently posted a blog that includes a free Game Development Pre-Production Handbook (it's really a new customer guide for our company, but it really just focuses on what you need to get started). It discusses the basic steps and concepts you need to follow to go from concept to schedule. Enjoy!   http://www.garagegames.com/community/blogs/view/22404
  5. There's no reason you couldn't use a CPU side texture instead of polling the GPU for it. The GPU requires a deep pipeline of commands to be executed and the lock will stall and empty the pipeline. If you duplicate the texture on the CPU, you will double your use of texture memory, but eliminate the stall.
  6. Back on September 20, 2012, we launched the MIT licensed version of Torque 3D on GitHub. This was based on the T3D 1.2 commercial version with some changes to accommodate the MIT license. Since that time we’ve had 800 people star and 300 people fork the open source repository. Now today, nearly three months following our open source launch, we present the first new release under this license: Torque 3D 2.0. [url="http://www.garagegames.com/community/blogs/view/22074"]http://www.garagegames.com/community/blogs/view/22074[/url] Also, today we launched an IndieGoGo campaign to help us drive funding for full Linux support. More than just an export option, we want to have all portions of our engine on Linux including the editors. [url="http://www.garagegames.com/community/blogs/view/22075"]http://www.garagegames.com/community/blogs/view/22075[/url]
  7. @Daark - Actually, both. I started using Torque back in 2004 doing while working on a contract with NASA. I then left that company and started my own small business using Torque. I became the unofficial liason for the simulation industry and shortly after that, I started working for InstantAction, the parent company of GarageGames at the time. In 2010 I moved to a new position as director of the engine business. When InstantAction closed in 2010, the GarageGames division was profitable enough to attract new owners who bought the assets, hired me and the others, and we grew the division from 10 employees to around 30. @Ixsiehn [quote]i plan for a multiplayer system (minimum 5v5, maybe going upward to 15v15) on a dedicated server.[/quote] Out of the box, Torque 3D is best at handling around 32 players. The networking code hasn't changed a whole lot from when it ran Tribes. They built the networking for the days when people were still using modems, so it's been battle-tested in some pretty extreme scenarios. Torque is very much a networking engine that supports the development of games and the network object is the core of the majority of game driven objects. That's one of the reason Torque has such a steep learning curve...when you want to do something custom, you get pulled pretty quickly into the networking layer of the engine and it takes a bit to learn. You can also compile the engine to run as a dedicated server. With a little bit work, it's pretty easy to get Torque to compile in Linux as a dedicated server...although it's not officially supported out of the box. [quote]there will be a story mode which will have scripted events, etc where 1-3 friends may join to aid.[/quote] Shouldn't be a big deal...but we don't really have robust camera support for scripted scenes. [quote]the game will be in third person view, camera losely follows the character.[/quote] Again, not super robust support built in, but there are several free resources that you can look at for something more specific. [quote]There will be ranged and melee combat.[/quote] Torque doesn't have built in melee combat, we fake it similar to other engines by running an animation and shooting a short lived projectile. [quote]I plan to use hitbox detection for weapons and shields.[/quote] We do have pretty basic support for hitboxes. [quote]there will be aerial battles too (which requires jetpacks, aerial physics, etc).[/quote] There actually might be some of the tribes jetpack code still in the engine. Never used it myself. We do have basic support for flying vehicles and hovervehicles, but I don't think those have been part of our QA test plans so I can't comment on the current state of the code. [quote]planning to implement a feature where the player may shoot grappling hooks onto walls and they may climb or rappel.[/quote] Hrm....that's going to be quite a challenge in any engine. I can't imagine being able to do this in any engine without a lot of custom development. [quote]- wall jumping - stealth effect (transparent warpy object) - the player character models would have changeable parts dependent on what he/she equips (arms, legs, head, etc)[/quote] Nothing too bad there... [quote]AI for bots and the story mode.[/quote] Our AI support varies. Most people buy one of the AI addon kits. AI tends to require custom solutions to achieve the AI you are looking for. [quote]having multi platform options is always a plus too.[/quote] Out of the box, you are only going to get PC. We have an OSX version of the current engine, but it's not out of the box ready and I'd only expect an advanced developer to find it useful. Same goes for linux. ------------------------------------------------ My biggest advice...scale your idea wayyyy back. The game you are describing would take a really big team, and from what I've seen, if you don't go into it with really reasonable expectations about what a beginner can accomplish, you will get frustrated very quickly. Consider starting with 2D. Your chances of finishing your first game go way up....and there's nothing more motivating then actually finishing your game and sharing it with your friends.
  8. Listen, we aren't perfect and we still make mistakes, but we've come a long way, and fixed a lot of things. And I'm very proud of the things we've accomplished over the past couple of years. Ogre is a good rendering module, but not a full game engine so there is a lot that you don't get. Of course, there are several engines that are built around Ogre that you can choose from. The bottom line is that there still isn't a perfect engine for every scenario/game/genre...and who knows...maybe there never will be. When asking which engine you are interested in, it's best to describe what you are trying to accomplish and use the engine that best suits your needs. If you describe what your goal is, I can tell you Torque's strengths and weaknesses and I'm sure others can chime in with their opinion about the engines that they know well. The good news for developers is that you can pretty much use any engine for free in one way or another until you decide what is the best for you.
  9. BTW..in full disclosure...I'm the CEO of GarageGames. To say we don't care is total BS. [quote]Poor documentation. [/quote] Check out our tutorial and judge for yourself. You can download the full engine (all features) but without source code. http://bit.ly/O6BetU [quote]Product doesn't work as advertised.[/quote] There have been cases where something wrong has slipped through...and since I've been with the company we removed anything that was in a gray area. There was a time in our past history where we had some very lofty questionable language. On my first week at the job we removed anything questionable [quote]Fixes come in new versions that leave you abandoned and scammed, etc.[/quote] We've spent well over two years fixing bugs. We had one paid for update in the past four years and we asked for $49.00. If you didn't want to upgrade, we gave you the bug fixes for free. [quote]No one ever produces anything with it.[/quote] The reality is that a very, very, small percentage of indie developers produce games with any engine. Making a full game is very difficult and time consuming. There have been several Indie titles on Steam that were built on Torque. Here's a bigger list for you to look at: http://www.garagegames.com/best-of-torque/torque-3d [quote]The best product produced with Torque is a shitty tech demo filled with programmer art on Xbox Live to market their engine.[/quote] See above... It's true that we have a very different product than Unity or UDK. If you want source code, you can't beat our engine. We do have a steeper learning curve and teams with strong programmers tend to do better with our tech. We also have the lowest price with zero royalties. GarageGames was sold one and a half years ago. If you haven't tried Torque in several years then you are talking about an almost completely different company.
  10. After five years of making games, you will probably know a little of everything. There's no perfect answer because there is no single path. For example, based on your goals, I would give completely different advice: If you want to focus on making tools, I'd suggest c# If you want to focus on gameplay, I'd suggest c#, lua, Python, or a proprietary scripting language (not that c# isn't proprietary) If you want to be an engine programmer, I'd suggest c++ If you want to be a graphics programmer, I'd suggest c++ If you want to integrate a lot of middleware, I'd suggest c++ If you want to work on Jax and Daxter, learn lisp ;) It's highly personal...and it's a marathon...not a sprint...so find something that you enjoy doing and you will be able to transition to other tech in the future.
  11. If you want to be a designer & programmer, I'd find an engine with a community you like and learn their scripting language. For Unity, you'll most likely use C#, for UDK, it's Unreal Script. I work for GarageGames and we set up a tutorial for an absolute beginner at http://www.garagegames.com/fps. I wouldn't get too caught up on any single technology per se, It will take you many years to get good at making games so the most important thing is sticking with it and never giving up.
  12. It depends on what you want to do. Basically, jobs at game companies fall into four categories: 1) Design, 2) Programming 3) Art 4) Production/project management. Do you know what area you would like to go into?
  13. Disclaimer: I work for GarageGames... We built this tutorial for brand new developers. The entire tutorial can be done for free: [url="http://www.garagegames.com/fps"]http://www.garagegames.com/fps[/url]
  14. [url="http://www.cprogramming.com/tips/tip/clean-up-after-cin-cincrement"]http://www.cprogramming.com/tips/tip/clean-up-after-cin-cincrement[/url] I guess it's by design...funny, but I haven't written input code with the input operators since college. Many engine code bases use the old school c style input functions sscanf [url="http://www.cplusplus.com/reference/clibrary/cstdio/scanf/"]http://www.cplusplus.com/reference/clibrary/cstdio/scanf/[/url]
  15. [quote]I have a feeling I'll read this post in a year's time and giggle at the old me.[/quote] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Heh, I have a post from 1998 that I still find every once in a while...still it's not a dumb question.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Remember, hardware manufactures are always trying to set themselves apart and software developers are always trying to bring them together. It's as classic as the fight against good and evil. [/left][/size][/font][/color]