Jump to content
  • Advertisement

M6dEEp

Member
  • Content Count

    74
  • Joined

  • Last visited

Community Reputation

904 Good

About M6dEEp

  • Rank
    Member

Personal Information

  1.   C++ for everything programming related and Blueprints (gameplay scripting, actor archetypes seem to be replaced with this as well.) Everything else seems to apply from UE3 to UE4, just learning how the editor works and the various tools available in it will get you far enough to make prototypes without going too deeply. I've been toying around with it for the past couple of days, and the tools are nice for 20$. You can plop down $19 for one month and then cancel if you would like, they let you keep the source and all you lose by not continuing your subscription are updates and marketplace access (which isn't even available as of yet). Some of my friends have decided to go with 19$ every six months, since that was about how long it took to get UDK updates anyway.
  2. M6dEEp

    Database optimization

    You have to remember that SQL Server or whatever DBMS you use will have its trade offs, but more importantly you have to think about how your application uses and serves this data to its clients to truly nail down what those trade offs will be.  At my current job we use a 2 layer stack, the first and more permanent storage are SQL server database instances that are built on a CQRS (Command Query Read Segregation) model and the most recently/frequently accessed data is cached in RavenDB. The cool thing that we implemented recently was segregating the data into "components" to get a higher probability of hitting something in our RavenDB store. An example of what I mean by this is, instead of storing the player's entire save in the cache, you store pieces of it (their items, pieces of their skill tree, etc) separately so when you go to fetch a different player's save, most of that information is already cached and can be rebuilt without even hitting the database. The power of permutations will play in your favor this way, allowing you to load 90% or more of players' information from the fast NoSQL cache instead of having to do costly queries on the SQL DB. CQRS is basically a way to scale your database queries (reads) independently of your database write operations (writes/updates). Yes, tweets come in at large volumes, but 90% of the time a client is fetching data. This goes more in depth: http://martinfowler.com/bliki/CQRS.html Hope this helps!
  3. M6dEEp

    Custom Shaders - 2D

    So do you just run those functions on the texture data once as a preprocessing step if I'm understanding correctly? This looks like it could be achieved in real time, but maybe you chose to do it this way for some special reason??
  4. Really loved the video.. this vastly simplifies how to layout game designs.
  5. M6dEEp

    Is it worth investing time to learn 3D modeling.

    If you want to get your hands on Autodesk 3DS Max, Maya, or Mudbox and you happen to be a student then you should check this out: http://students.autodesk.com/   Under free software are tons of products by Autodesk. I've used the latest 3ds max from here for various student game projects when I was in college. The best part is you can experiment with Maya and all of the great tutorials for it on 3dBuzz.com.
  6. M6dEEp

    Is it worth investing time to learn 3D modeling.

    [quote name='Daaark' timestamp='1358483465' post='5022768'] 3D modeling is fun, addicting, and easy once you get the hang of it. [/quote]   This.   It's easy to get started and once you do making things like scenery objects, guns etc is all very easy. The hard part is finding good reference images or coming up with original ideas. Also, I had fun doing 3D animation because it gave me an excuse to buy foam swords and swing them at stuff to get an idea of how things should look. The hard part is modeling things with intense detail at high polygon counts, or making very detailed/long animations.    Just like anything else, it takes time to get the hang of, but once you do it's a valuable skill to have as a programmer. It gives you a glimpse into how artists work and what kind of workflows they expect, among other things.
  7. M6dEEp

    Tile engine design

    [quote name='TheSasquatch' timestamp='1358375909' post='5022329'] I'm working on a 2D tile engine and looking for some general design and/or programming advice from more experienced programmers. What I want is an engine capable of handling both essentially limitless transition-free tilemaps (i.e., broken into chunks, loading the chunk the player is in and pre-loading adjacent chunks to make sure the player never sees an empty abyss at the edge of the screen) and Castlevania/Super Metroid style "rooms" of set size (for instance, an open overworld and segmented interior spaces). [/quote]   So you want "infinite" scrolling 2d tile map levels (procedural generation??) akin to Minecraft, or are you talking streaming in custom maps in real time that are pre-made in an editor. Or are you talking both?
  8. M6dEEp

    In-Game Console

    [quote name='Kurask' timestamp='1358024739' post='5020845'] I don't know how I'd get started on binding input to the source, or even getting input to appear on the screen instead of using it to control the camera, as nife87 said above.  [/quote]   I just added my console as one of the states in my game's state management system. That way it intercepts all of the inputs from the user while it's up, and when you're done you just pop it right off the state stack and go back to the game. You can use your game's internal logging system as a backing store for the console output also, which makes implementing it a bit easier because now your console window is a very watered down input parser/command execution host and log viewer. 
  9. The real trick is to avoid throwing everything out and starting over, and instead learn to apply refactoring rules to your existing code base. When you become a professional developer you refactor code about 10 times for every 1 time you write something totally new (and usually you are refactoring someone else's work).  This should also help keep you motivated, because by doing this, you'll always have something working to look at and tweak. Nothing sucks more than working for 3 weeks straight just to draw a triangle on screen.   This brings me to the next point, always try to get whatever your working on up and running as quickly as possible. This way, you always know if what you're doing is worth the effort (plus you actually have something to show off). In the industry, I believe this is called "Vertical Slicing".. correct me if I'm mistaken.   Lastly, the reason why programmers are paid so well is because we use our heads. Before you start blindly typing away in your IDE of choice, take a minute to conceptualize the system you're developing, what pieces make it up and more importantly how they fit together. See the pieces, see their relationships and then the implementation takes care of itself. Weigh the pros and cons and contrast the different ways of building the application to find the one that fits your needs best. You don't have to know every single way to design an application, just be aware that there is more than one, three or even fifty ways.
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!