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About ddengster

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  1. ddengster

    The games called "masterpieces"

    To each his own. One man's trash is another's treasure. Etc, etc. Yea, some games you will just bounce off and others you will take a liking to. I find that most of the AAA stuff is too handholdy and simplistically linear to be solid games, but others who just want a 'controllable movie' experience love them. Also, these 'masterpiece' labels are fairly meaningless without context. Don't get caught up in the hype and be an advocate for a company that can do no wrong.
  2. ddengster

    Bad Design vs. Niche Design

    'Bad' or 'Good' are really labels that mean nothing without context. It's just what the game sets out to do(explicitly or not) and whether or not it achieves it.
  3. I remember the developer for Yandere simulator had like 200 c# scripts in unity and was complaining that it took 2 hours to compile everything. You can try it for the sake of some sense of abstraction/structure, but like others have said, you'll hit a (compile/cognitive) cost sooner or later.
  4. ddengster

    Understanding Component-Entity-Systems

    I think they're just pointing out one of OO's faults when it's first principles are taken too far. And it's first principles are organizing code around the notion of objects and using certain concepts to do so - the composition over inheritance thing is one of the things that feels like a band-aid for OO.
  5. Thanks for the insights. Glad(sad?) to see that there's quite some complexity involved for a foolproof async asset loading system.
  6. Just wondering how others code up their asynchronous loading of textures. I was doing this when I just realized that some parts of my GUI depend on grabbing the texture's width and height. So to do that, I was thinking that i need to do the fopen/stb_load call synchronously, but not grab and (if needed) decode the bytes in there. Then I do the D3DCreateTexture2D calls in the loading thread. Do you take this fopen performance 'hit' as well? Or do you recommend introducing some complexity when retrieving width/height of the texture?
  7. Why not just stick to one type(float preferred) and remove the templatization? This is classic over-engineering with templates. Much of your code won't need a double type 4x4 matrix.
  8. As someone deploying runtime dll reloading in my game, I just use a single dll for the more 'data' oriented parts of my code (ie. Ability logic code), and store them as 'definition' structures. I avoid using classes in my dll, and whatever memory I need is done on the main executable. You might think that having multiple dlls may help compilation, but you'll more likely be slowed down trying to maintain code across dll boundaries. Keep it simple, stick to 1 dll until you have a valid reason to move to another dll.
  9. ddengster

    Master's at CMU vs. Digipen's Bachelor

    Vague words here. What is 'more far-reaching'? You can reach far in many directions. You can be a hack but be surrounded by the right people you've met at any varsity. You can be a programming guru but have bad social skills. A piece of paper will only take you so far. Not many can detail out the all differences between CMU and Digipen courses. I can only tell you about the high number of game projects Digipen puts you through. Also, I think you have the option to apply to skip a few courses (you'll have to take a written test I believe). EDIT: You're asking for specifics here. Email directly to Digipen's contact email address, they'll have most accurate answers.
  10. ddengster

    Master's at CMU vs. Digipen's Bachelor

    Also, unless something's changed, I believe there's a semester where you get to go to Digipen USA for a student exchange, that's the time where you've to work your opportunities.
  11. ddengster

    Master's at CMU vs. Digipen's Bachelor

    Hi, You're lucky:). Singapore-based NYP DET/Digipen RTIS alumni here. It really depends on you - the subsidies provided by the local institutions is great, if you're intending on working in singapore it might be good to make a head start on local ground; Digipen's been making a splash. That said, I've known both CMU and Digipen students now working in Ubisoft Singapore; end of the day it's all up to the individual. As a Digipen student, I can tell you it's going to be hard and rigorous, but you'll have more projects under your belt than CMU I believe. And it's not necessarily 4 years, I think you can take classes during the break semesters - I was in the earlier batch where the course was 2+ years, do check.
  12. I use a 3k rendertarget for doing terrain splatting, I update it when I do terrain changes(gameplay mechanic). Then I use another 3k rendertarget to render projective textures like crack decals on top of converting the rgb splat to the base terrain texture. I let the camera be top-down RTS/MOBA-styled isometric(and zoomable!), player controlled, so it's not stuck to any player. Anyway, thanks for the suggestions y'all. It's probable that my laptop just can't take it and I'd have to provide better performing graphics options.
  13. In my render pipeline, I have a large 3k by 3k rendertarget meant for terrain splatting, and another one that uses the splatting output render the terrain's final texture. As you can guess, I'm hitting ~40 fps on my weaker laptop. What would be the best way to optimize this without lowering the resolution of my rendertargets? In essence, how do you optimize textures that need to be large? Things I've thought about, correct me if it's likely wrong: - Subdividing up the rendertarget into 4 quads and rendering them.
  14. With this problem I recommend using steering(obstacle avoidance) for entities every frame, it's pretty good for short-range maneuvering. Couple it with A* for longer range navigation which you can run sparingly.
  15. ddengster

    R&D is a thing?

    [posted in reference to and split into its own topic by moderator to undo "hijacking" or derailing] R&D is a thing? What do they do there? Prototyping/pbr research?
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