Monkan

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  1. Did you ever get the dynamic nav-mesh / flow-field combo working? I'm not allowed to post in the thread, but you wrote (a while back):

    Quote

    Ok so I'm going to implement a nav-mesh / vector field combo for path navigation over a large 3D terrain. I was also having a look at Cuda and doing the vector field following on the GPU as I thought this might be quite a jolly endeavour. 

    Just curious since I'm thinking of doing the same in a hobby game of mine :)

  2. You could use a noise function (e.g. perlin noise https://en.m.wikipedia.org/wiki/Perlin_noise) and then get the tile type from the value output from that function at each position so each tile type covers a set range of values. So if your noise function returned a value between 0 and 1 then you could say some thing like - <= 0.5 = TileTypeA <= 1.0 = TileTypeB Minecraft will do something like this to calculate it's biomes.
  3. I've got a few friends who went to Solent uni (not to do game dev so I can't comment on their specific course) and they really enoyed their time there. I did a uni course called Games Development in Swansea which was mainly focused on C++ programming and so sounds very similar to what you've applied for and I have now been working as a programmer in the games industry for 5 years. I think if you work hard and put in the time then you shouldn't have too much trouble finding a job when you're done. When you come to find a job people will care more about the skills and potential you show than which uni you did your course at.
  4. Game Design Patterns and Programming Methodology

    Does Heightmap have to inherit from AbstractActor? That bit sounds a bit weird to me. If the idea is that everything in the world is an Actor then I would suggest that AbstractActor probably shouldn't have scale and Orientation (and potentially Position) in it to begin with.
  5. I always wear my suit for interviews but that's mostly because it's one of the only times I get to wear my suit (the others being weddings and funerals).   But as others have said the games industry is normally quite relaxed so as long as you look smart and neat you should be good.   Out of your options I would go for the plain black shirt. Being well presented goes a long way in any industry.
  6. Game Idea: can be done in one month?

    Whether you can do it in a month or not is hard to say, it depends on a lot of factors. Is this a month working full time? Or part time? Or a few hours a week? Are you writing it from scratch or using existing software. Are you doing all the artwork yourself? Do you have much digital art experience? For the type of game it looks like you want to make you will spend most of the time on artwork I think. For the software side I would recommend you take a look at the Unity engine and have a look at Fungus (http://fungusgames.com) on the asset store. It's free and makes it very easy to make an interactive story type game. Good luck.
  7. Game creation software for kids?

    The ones you mentioned are all pretty good. I've heard good things about scratch. It might also be worth taking a look at some Lua based ones which can be quite easy to get into, like Gideros which recently became free to use, Love2D and Moai. These all allow easy building for ios I believe.
  8. NULL vs nullptr

    I don't really see a reason not to use nullptr all the time even if for most cases it's not needed. Overloads aside, it's there and it makes it more obvious what the code is doing in my opinion.
  9. Good open source engine 2d?

    You should check out - cocos2d - http://www.cocos2d-x.org/ and moai - http://getmoai.com/ I think they are what you're looking for.
  10. I would recommend having a look at Moai, http://getmoai.com/ it does everything you want, runs on all platforms imaginable, open source so you get all the C++ code. I hadn't paid attention to it for a while and I just had another look recently and it looks like it has come a long way.
  11. Preferred Mapping Mode

    I don't know the term Mapping Mode but if you just mean where the origin is then I would go for in the centre for my world and bottom left for my UI as I find it a bit easier to lay out. It's all down to your own preference though. I presume people started using the top right as the origin because that is where pixels were drawn from on monitors.
  12. I'm stuck in my programming career

    There are lots of simple to use, beginner friendly engines out there these days that make your life easier if you want to get stuck in. Gamemaker is very good, there are also a few engine such as Moai and Corona that expose all their engine functionality to Lua so you can write entire games in a scripting language.   To be honest though if you've only been programming "off and on for a few months" then I would suggest carrying on with whatever you've been doing, you've got a lot to learn and learning the basics of programming in any language is going to be the same. Jumping about between engines and languages will just have getting confused and spending a lot of time getting a whole lot of nothing done.   Keep going with the Python stuff, if you've got a polygon drawing then all you need to do is move it around and you've almost got pong.   Good luck.