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. Googled std::list, tons of results for sexually transmitted disease... thanks C++
  6. I've decided to do a rogue like RPG for my first foray into journaling. I guess I could make it a tutorial series after I'm done for a nice introduction into whatever API I'm using.
  7. Seriously thinking about doing some journal posts. Having a few weeks of vacation ahead of you really makes you want to be productive.
  8. M6dEEp

    Ball Descent

    Ball Descent screens, from a small game project developed with the Unreal Development Kit
  • Advertisement
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!