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About trjh2k2

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  1. Correct me if I'm wrong, but I would have guessed those things shouldn't have any serious effect on the resulting file size, as far as I'd imagine. And if the goal is to preserve "quality" of your sound, those steps will absolutely have an audible effect on the end result, as opposed to finding another way to package the audio.
  2. Windows 8.1 to Windows 10

    My current PC at home, which had visual studio, some audio tools, steam, etc. on it started life as a Windows 7 machine, then upgraded to 10 - everything still worked fine.
  3. How to learn from Quake source code

    I hate to just pile on, but if your understanding of the language isn't great, then looking at the code will do you no good. Understanding a language, understanding game dev or software dev techniques, and understanding an existing code base are all different and separate challenges. If you want to learn the language, then learn the language first. THEN start diving into understanding how existing stuff works. I think something worth mentioning that hasn't been explicitly said yet is that (large) games are rarely made by one person. That means that there's no one person who knows how every piece of a game works. The person who does the physics might not know how the rendering works. Someone who did all the shaders might know nothing about the code that takes player input. In my experience, there's almost never one person who has a deep knowledge of the ENTIRE thing - and it's not very realistic to try to do that. That's not even counting things like middleware or libraries that the game uses, which again, the people working on the game probably don't have a super deep understanding of the inner workings of those libraries. Learn the piece you want to learn, don't aim for the whole thing.
  4. Reinventing the wheel

    I tend to be one of those guys who likes to reinvent all the wheels when doing personal projects - but a few years of doing this as a job has really highlighted the value of using what exists already. I'm currently doing the C++ and OpenGL thing, in part because I want to, in part because it's an excuse to practice and keep up with C++ since I'm not otherwise using it very often, and in part because I prefer not to use gigantic tools for small projects. I know some people disagree on how far to take this idea, but to me it's about the right tool for the right job. Want to make a networked 3d shooter? Unreal is probably great for it, but it would be overkill to make a quick, small, 2d card game or something where you aren't going to use even a tiny fraction of the features of the engine. Unity is less overkill, and honestly is probably appropriate for almost any game, but just isn't my favorite thing to work with in general, so I'll use it when there's a good reason to (and there usually is a good reason - time, budget, etc) - but when I get the chance to roll my own stuff for small / simple projects, I tend to just enjoy that more. But of course "I enjoy it more" is not an appropriate reason to make an engine/tool decision in a professional setting. At home, go for it. At work- do the thing that is most appropriate for the job. Even then, when rolling my own stuff, there's certain stuff that just isn't worth the time. I'll write the GL / rendering stuff, the scene management, etc., but I don't make my own physics engines, very rarely do any audio stuff, I'll use existing libraries for loading up assets, etc. I'll roll my own for the "fun stuff", but there's some areas where I know I won't be able to get anywhere close to an existing tool.
  5. Being a complete product would be a nice start, things like early access aside. In theory, a shop like the App Store puts every app through a review process - I don't think it would be unreasonable to say that's a great place for some very obviously garbage products to get filtered out. Like if the app is clearly a single view with some text on it that does nothing, or crashes immediately on launch, etc. They were for a while rejecting games for being "fart apps" weren't they? Someone somewhere has their eyes on stuff being submitted to the store, otherwise there wouldn't be an approval process in the first place. I know that some filtering on that level already happens- IMO there's a lot of room to improve that process.
  6. But imagine that same scenario if they did a search and were presented with a list of a whole bunch of cool high quality stuff. What would the customer have learned then? If they discovered that there's value here, would they not come back to the store and try this again next time they're looking for entertainment? Would that not be a great thing for the people producing stuff for that store?
  7. Not in the same sense. I'm not talking about taste. The barrier to getting something into a record store tends to be much higher - there's a general expectation that even if there's nothing there for your taste, the majority of what's there will have gone through a proper mastering process, will have a commercial quality packaging, etc. Even if there's a bunch of non-professional content, it's usually set aside in a "locals" or "indie" bin somewhere, and not mixed in with the label releases. I disagree that there's no significant effect, and "it's buried 17 pages down" doesn't reflect my experience with steam, or either of the mobile app stores. I don't know how else to make my point. I guess nobody else cares. ¯\_(ツ)_/¯
  8. I can't speak for discussion about it on other forums, cause I've not been part of those discussions, I don't spend any time on most gaming forums. I know "Unity" is in the title, but try to ignore that- I'm not trying to point at everyone and go "look! they're all bad! they're letting bad games get made!" I'm simply trying to make the point that the things were are discussing are valid market forces. I'm not advocating for any change - I'm just saying that the difference is not nothing. Steam's low barrier to entry has had an impact on their users opinions of the shop, which is going to prevent them from feeling confident enough to use the discovery features that could have otherwise led them to titles by smaller devs- that's an impact on the little guys. Having storefronts flooded with poor quality goods is going to have an impact on that market- whether it's great that they've been given the equal opportunity or not. I get that we have an appreciation for a system that offers a low barrier to entry - there are benefits to that - but it's not without a cost. Take something like a record store - if I went into a record store and >50% of the CDs available were actually the same 3-chord template songs with just a different cover art, and you had a 1/10 chance of not even getting a CD in the package, and another 1/10 chance you're picking up someones first attempt at a 4-track cassette recording - you'd stop going to that store unless you had to because they're the only ones that stock something specific you want. It's great that the store gave the little guys a chance, but you've defeated any chance of discovering your next favorite band here.
  9. I feel like this whole discussion is missing my point. My point is not that I want to find games on my phone, it's that potential customers looking for entertainment are going to look elsewhere if they have no confidence in the overall quality level of the stores offerings - which has an impact on the market. We've admitted that steam has a bunch of issues that impact devs, but it's not just steam - the mobile app stores have similar issues like being full up on garbage that discourages people from using the platform (IMO). I've never even heard of anyone buying games from the Windows Store- but I know there are games on there. What it ends up meaning is that people won't bother with using those platforms for discovery - they'll only ever really search for known quantities, which means you have to work that much harder to get your stuff in front of customer eyes outside of the platform. Things like asset flips, lack of curation, or people exploiting these systems (like to make money from steam cards or whatever else) in whatever way are exerting a force on the market. Sure, we can take Unity out of the discussion, but regardless, those forces are still there.
  10. That's all fine and great, but review scores aren't reliable. My point isn't that there are ways to tell if a game is any good, my point is that for some users (myself included) the confidence that any given app or game is going to be of any quality is pretty low, so when I want to be entertained, I'll go elsewhere. At one point you could just search the app store for interesting things and stumble on some cool stuff- now I don't expect much from app stores anymore- and regardless of the fact that there are ways to tell if an app is ok, it's the lack of confidence- and that element of discovery that no longer exists- that I'm getting at. Just my two cents, either way.
  11. Again not what I meant. I'm not taking the chance - not because Apple has done anything to their store, but because there's so much garbage out there now, compared to the likelihood of encountering something cool at random when I first got my phone.
  12. ^ You misunderstood. I like that game. My point is that I would not take a chance on similarly cool looking games anymore because I expect shovelware now.
  13. I disagree though. I often end up avoiding indie games because it's very difficult sometimes to tell the difference between a legit effort and shovelware- and I can't be the only one. There are people who just open up whatever store and browse around- those are lost sales if you lose their confidence that random cool-looking icons and screenshots on their phone aren't going to waste their time. I do think shovelware damages the market. Maybe not in an extreme way, but I don't think it's zero effect. Edit- an example, take something like Tilt-To-Live. I'd see that icon, go "looks kinda cool", try it out, and I ended up paying for it. I wouldn't even bother anymore in todays version of the app store.
  14. ¯\_(ツ)_/¯ I guess that answers that then. Very surprised that nobody finds the idea of selling games this way to be sketchy. And no- I don't know much about asset flipping as an industry. Are we all just ok with shovelware and asset flips then? I mean, shrugging it off and saying it's steams problem just shifts the blame from one place to another, and calls it a non-problem. Are we not the appropriate people to be discussing it then? We're those devs. We're the ones who have to fight for those eyeballs. It directly impacts us. I don't think this is helpful to the conversation at all- all you're saying is that if someone has an opinion different then yours then they must be one of those terrible gamergater-types. What about mobile app stores that are so full of garbage that it's barely worth trying to find decent games on a phone? I don't think it's fair to say that gaming doesn't have a problem with shovelware, asset flips, derivative cash grabs, etc. It's not just steam - all of the stores are full of garbage, IMO. Sure, I can understand leaving Unity itself out of the discussion - but I'm surprised to hear so many "it's not a real issue" comments.
  15. Fair enough. I don't have a solution for it, but it surprises me that they get a pass so easily when so much about gaming gets torn to bits over every little misstep. I mean, I'm sure they're well aware that Unity gets used this way. That doesn't make them responsible at all, and I'm not suggesting that, but it surprises me that I've never seen it discussed before that Unity is in a position where they *could* impose something that would have an effect on the issue. I was surprised that selling complete games on the asset store was allowed in the first place.