henry_v

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About henry_v

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  1. What hardware do you use?

    I use a 15-inch Macbook Pro (i7 2.3Ghz, 16GB ram, 512GB SSD, GeForce GT750M) for all of my development these days. Powerful and very portable. If the game I am making does not run at these specs I know I am clearly doing something wrong. At my home office I also use a 24" monitor for extra screen space.   The portability really was the number one requirement for me since I want to be able to work anywhere. The machine only weights couple of kilograms and has a good battery life. Also the Retina screen is nice for programming because it makes the code look so crispy. :)   The downsides are that is expensive and it has basically zero upgradeability (the battery is glued in, the memory is soldered to the motherboard etc). There are also some sacrifices made to make it slimmer: no optical drive and no ethernet port, so it is WIFI only (there is an adapter available to connect the ethernet to a thunderbolt though). I am ok with these though and I actually think it is good to not keep the all the legacy technologies around.
  2. Where to begin?!

    Unity3D is very popular these days and I would recommend it because it lets you to concentrate on the creative side instead of the low level technical details of a game engine.   You can use C# for scripting, it is very similar to Java. I made the transition from Java to C# couple of years back and the languages are so similar you can almost directly compile Java code in C#.
  3. Ultima Online - The first MMORPG I played, probably why it is so special for me. I also liked that in it you were not told what to do, you just have to figure it out for yourself.   X-Com Apocalypse - I love the turn-based tactics genre. There was something special in the cityscape mode in this game that made the world feel alive.   Counter-Strike - Countless hours of playing all the different versions of this must have influenced me somehow.
  4. Hey, I have been developing a project that uses a LGPL-licensed library. Recently I have thought of the possibility to make it a commercial product, to possibly get some compensation for the efforts put in to it. It is a toolkit that is aimed for game developers to make the workflow for creating certain types of graphical assets easier. The toolkit makes extensive use of the library and also part of it is a graphical interface which makes using the library's features easier. The sources for the toolkit and the library would be provided to the customer when they purchase it, but I would like that my sources for the toolkit would not have to be under the LGPL-license so it would be reasonable to sell it. The library itself is not modified and it would be provided as source files along with the toolkits sources, or possibly as a dynamically linked library if necessary. I searched and read previous posts about using LGPL, but I was wondering if it makes a difference that I release the sources for the whole project to the customers? I would appreciate some advice on this to be on the safe side before trying to take it further. How does it sound?