SillyCow

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About SillyCow

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  1. Here's a thought: The cost of the game is not dependent on what what is the bare minimum needed to make it. The cost is determined based on the question: "How much money can this game make?" If the games market keeps growing, then the games budgets will keep growing. Let's presume that the best xMass FPS release will make 500M$ on playstation. If I knew you were making a good game for 10M$ which "win" that market, would I not spend 110$M for a slightly better game? Would it not be worthwhile to spend another 50M$ on marketting, etc...? That brings me to the conclusion that AAA game budgets will always be a factor of: How much money can I make vs. What is the risk? Indie games will always follow their own rules though. Just as a metaphor: Have film budgets gone down because digital cameras/prodcution are cheaper? No: James Cameron has started designing his own super expensive cameras (millions of $$$ each). Why take up this ridiculous endeavour? Because each of his films can make a billion dollars. You can see the same happening in YouTube. Even though video production started out cheap, once people started making a little money ($100k), the production budgets went up. I would guess that successful you tubers have the same production budget as a cheap "local news" tv show. You can see the same happening in the mobile app store. You will not see a lot of "flappy bird"s hitting #1. But because the market is still smaller (revenue wise), you will not see alot of AAA budgets either. So I think that new technology brings the possibility of cheaper products, but a bigger market will *necessarily* mean a bigger development budget.
  2. Does violence stem from video games

    The way I grew up (no ebooks): Books had a beginning and an end. When you were done with a book, you had to get a new one (buy/borrow). You had to contextualise and sync into a new book. Alot of computer games are neverending. For example: You can allways play another RTS skirmish. When I sink into a new book, I can cut myself off for days. But it only happens ocasionally, because once the book is over, so is my compulsion to read it. It's like comparing a movie to a series to a soap/reality/cable news. You will not spend alot of time watching movies. The narattive usually ends after several hours. You *can* spend alot of time binging a show. You most definitely will spend too much time watching a soap-opera a reality show or the daily news. In fact, they are designed with exactly that goal in mind. Many countries have a dedicated 24hr "big brother" stream which constantly broadcasts the show's participants to encourage you to never stop watching. I guess what I'm trying to say, is that TV and Video games are in another league of addictiveness. Books are not addictive enough to become a big problem for most people. However games, and facebook are. And a large percentage of the people I know (I hesitate to say "most") are addicted to TV. The one thing games have "going" for them is that they are still less popular than TV": An older parent is much more likely to encourage and participate in a TV addiction with their children than a computer game. ex: eating dinner regularly in front of a TV. I don't think people realise how much time,experiences, and personal development they lose to electronic media. I don't think the size of the problem is remotely comparable to books. I know many people in my environment who spend several hours daily watching reality shows and cable news and play computer games. I know very few people who read a book a week [although I know some :-) ]. Also parents tend to sit their *toddlers* in front of a TV to keep them quiet. Which sends a very bad subliminal message such as: "You should be watching TV, because that is what people do at home". It creates an impulse at an early age for a developing child to enter the house and hook up to a screen. It also kills any conversation/talking that the members of the household might initiate. am afraid that computer games have a similar effect. At least they are not very accessible to toddlers yet. Although mobile interfaces are changing this drastically. You don't need to sit a table enjoy a touch screen game. I have seen many two year olds happily tapping away for hours on their parents' phones. One of these times was on a camping trip. I don't think the child was even aware that there was a happy campfire meeting around them. It makes me sad... One sign of addiction is remorse: How often have you read a book over the weekend and said to yourself: "What a total waste of time, I should have gone to that party, got some work done, or attended that family meeting". While this has occasionally happened to me with books, It happens to me much more frequently with electronic media. I would say at least once a month.
  3. Does violence stem from video games

    I agree regarding TV, because it is passive as well. However while it *can* become a problem for many other things I don't think that there is the same tendency towards compulsion. For example: Books require an effort to read, and as such, less people tend to become bookworms. Becomming a soccer fanatic requires meeting people and buying tickets to games. I would say that electronic media compulsion is more prevalent because it is much more accessible. Maybe like eating compulsion... I would not pre-emptivly discuss "bookworm-ism" with my kids. But I will definitely discuss media usage, because it is all around us. I also find some mobile games to employ predatory tactics (like drug dealers, and casinos). I would actually make a bold statement that some free2play games are designed as casinos for teens and children. I was not exposed to such marketing strategies as a child.
  4. Does violence stem from video games

    Again, this is terribly worded. What behaviour? That they can perfectly time the button presses to perectly duck and jump through the Battletoads Level 3 Bike Sequence - Turbo Tunnels? If so, no, that's not bad parenting at all. In this situation the game has encouraged the child to develop superhuman memory and timing skills! I think that the most "destructive" effects of video games on child development is not necessarily violence. The problem is the amount of time spent acquiring skills which are not useful in other contexts. Other recreational pastimes will allow a child to develop important skills. Reading will teach you vocabulary. Sports will keep you in good shape, and teach you to be around other people. Listening to pop music will allow you to relate to a large (ageless?) group of people around you. Playing a portable instrument will allow you to entertain people at a campfire/field-trip. Playing 8-ball will get you to go to a club and be part of a local "happening" in your town etc... I find the solitary nature of *TV* and pc-games to be worrying. You usually don't develop much as a human being by playing them. Personally, I started developing because of my fascination with gaming as a child. But most of my gamer friends did not. Also, while I spent alot of time gaming on a couch with other friends (there was no internet back then :-) ), my closest friends as an adult did not come from gaming. Now that I have children, I find my "physical education" skills as much more useful than my gaming skills. Also, I don't have the time to lose myself in the solitude of a good game. I think computer games and TV are an easy out for parents, because it keeps their children quiet while they can do other things. As such it is very tempting to get your son a Playstation/TV in his room and let them waste away. Then they blame the kids because they are not mature enough to regulate their time... I would be thrilled if my kid took up boxing because of something they experienced on a computer game. However I think that the only thing most computer games will motivate a child to do is: Play more computer games. So I think talking about violent children because of TV and Computer games is completely missing the danger in giving kids unlimited access to digital media.
  5. Developement alone need help and Tips

    If all you want, is to reduce the number of models that are being detected, just add a "spatial indexer" such as an "octree". Octrees are very well studied and there are implementations of octrees for every popular language. Find one, download it, and use it. Integrating a physics engine is a very advanced subject. You should be prepared to do a lot of difficult work. That said, you are willing to put in *alot* of dev work, then by all means go ahead and do so. However, you sound like a beginner, so I hesitate to give you this advice. Now that we got the disclaimer out of the way, here are your options. Here is a list of engines that you can use: https://en.wikipedia.org/wiki/Physics_engine#Engines Physx and Havok are industry standards. But... like I said, this is alot of work. I could hardly justify something like this for a school project (even if you were a professional dev). Think twice before going down this path, and ask yourself if they really meant you to extend your school's engine :-) .
  6. Developement alone need help and Tips

    Depends on the accuracy of what you want to detect... If you are just trying to detect if your character's walking path is bumping into walls and cars, then yes. It is also good enough for most shooting detection. It is not good enough if you want "real" physics: Knocking over trash cans and such.
  7. Any advice?

    Learn Unity. It is the simplest, and has the best tutorials for beginners. Start out by following their tutorials step by step. At first, it's not very important that you understand what you are doing. Just follow the tutorials... https://unity3d.com/learn/tutorials/projects/roll-ball-tutorial If this is too advanced for you, than you need to stop, and learn some C# first.
  8. Developement alone need help and Tips

    If your engine supports some other 3D file formats (not FBX), then I suggest you convert your FBX files into whatever file they support. It will be much easier then integrating another loading mechanism. To convert files you can use 3DS-Max (if you have a license from your school) or Blender. You said your school's engine already provides collision detection. You should probably use that. If it is not performant enough, then you can allways use different physics models, with less verticies. What kind of game are you making. For many games, using bounding boxes is enough
  9. Advice: Download virtualbox Install Ubuntu Install shared folders. (basically means that you can access your linux stuff from windows) That way you can manage your files from windows tools, while using pure linux to do the compilation
  10. Well, I certainly didn't mean that you should develop your own server. Just like I didn't mean that you should implement an openGL library directly over a graphics driver. I thought it was clear that you had to use them, not make them. I meant that you need to learn to write a web-app using one of the popular servers. PS: Even when I've had to develop my own web-servers in C++ (for extremely uncommon performance reasons), I used a library for the HTTP stuff...
  11. Do I need that programmer to problem solve or be devops? If the former, then yeah, that programmer is well-rounded (enough). I do not consider myself an enterprise dev, but I develop alot of little webservers. I find that this is the fastest route for me to develop mobile-app prototypes. I can debug them on my desktop, and they are multi-platform (ios/android/everything else) by default. Also supports networking (and multiplayer) out of the box because most firewalls will allow port 80 egress even if they block everything else. So I consider it a very useful tool in my toolbox. I have used webservers to do everything from tracking my friends' real life poker rankings, to making VR proof of concepts. Don't knock it until you try it :-) .
  12. Nahh... If you want to be an enterprise Dev, drop the Opengl and the game-engine stuff. Also wouldn't invest too much in learning Ux. I wasn't aware that the question was regarding game-devs only, I thought you asked about being "well rounded". Also since game-devs don't tend to work their entire careers in the games buisness, it would be wise to learn other things as well. Besides, would you consider a gamedev that can't build a web server well rounded?
  13. Languages: One of these: A high level language fitting your platform of choice (Javascript/C#/Java) One of these: C or C++, because they will run on anything. One of these: A weird language to understand that strange grammers have their advantages ( SQL/Scheme/Prolog/Haskell ), and that the world doesn't end with the ideas of the currently most popular language. Frameworks: One of these (only if you are a games developer): OpenGL/Directx/Metal/Mantl One of these: A popular game engine of some sort (even if you're going to write your own, it will give you some ideas to steal) One of these: A popular webserver (tomcat/nodejs/python-WSGI) One of these: A popular GUI framework: Coco/Android/WPF/MFC/AngularJs And as "machine learning" is gaining traction: Tensorflow/Keras/SciPi/ Learn one of each, and you'll be a great developer!
  14. The new license is different. It basically means that any small company with money needs to get a license. It doesn't matter if your game has made any money or not. This is a pain point for me, because I used to use unity professionally for multimedia demos. I think that any company that does not work out of a garage has 100k in funding or revenue. $100k is less than the average pay for two software developers... So while unity is free for hobbyists (and is awesome!), it is no longer free for any professional dev. This is especially painful if you plan on making VR prototypes, as unity is great for VR, but VR prototypes rarely generate revenue. If your company currently makes more than $100k in annual gross revenues or has raised funds in excess of $100k, you are not permitted to use Unity Personal, for prototyping or otherwise, as defined in our EULA Agreement. You may use Unity Plus for up to $200k in annual gross revenues, or Unity Pro with an unlimited revenue or fundraising capacity.
  15. I briefly tried to use Godot. It looks like an interesting attempt at creating a free 3D game engine. It's one of the first to support the modern workflow as pioneered by Unity and Unreal. But I think that that it is it's only strong point: It's free. If this is important to you, then you should look at Godot. A free game engine can solve alot of licensing problems... At the moment, I did not see it to have any other advantage over Unity and Unreal. If you are content with their licenses, don't bother with Godot (yet). Maybe in the future it will become better. What type of control are you looking for, that is not provided in your other frameworks, and what are you trying to optimise?