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trjh2k2

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About trjh2k2

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  1. This is how it works for everyone. You're not expected to have job experience immediately out of school. Lots of good advice here already - work on the portfolio, etc. Another point that I don't think has been mentioned yet -> Apply for stuff even if you don't check every box in the "requirements". Lots of those requirements tend to be nice-to-haves rather than real requirements. It's not uncommon for places to exaggerate what they want in a candidate, or to be willing to accept someone below the original requirements, or to be in need of more junior people despite not having an explicit ad out for one. Even if there's no job ad, throw yourself at companies you'd want to work for anyway, since lots of employment needs aren't advertised. Ad says you need x years experience? Doesn't matter, apply anyway. Says you need x level of education but you don't quite have that? Apply anyway. Would require you to travel? Maybe apply anyway. My point being, if you want to work somewhere and have even the slightest feeling that you're mostly/almost/kinda qualified for it, then apply anyway. If it turns out that you're not the right person for the job, then you'll either get filtered out or just not hired, but nothing is lost in trying - otherwise you might stumble into exactly the kind of place that needs what you've got.
  2. IMO if the question is ever "should I stop learning..." the answer is almost always no. A deep understanding of any one given thing can be valuable. That being said, given your stated goals, I think you'll want to learn C++ for sure. I started with C++ before C# and I feel like C++ left me with a deeper understand of what I was really doing, and those skills were transferable to other languages. C# of course also will give you transferable knowledge you won't get from C++. So, the takeaway is to try to learn both, but don't abandon either. But also learn other things if/when you have time. Learn some scripting languages (Javascript, Lua, etc), maybe learn some web dev (dive into Node or PHP or something for a bit, build a game in HTML5, make some websites that do cool things), learn some graphics languages (OpenGL/DirectX/shader languages) if you think that's a thing you'll want to dive into. Get a working knowledge of how to use source control. Learn how to automate some of your tasks, or create automatic nightly builds, etc. In other words, aim to continuously add new knowledge to your skillset.
  3. Unity is not different than any other engine or project in terms of how scripts might be organized - do what makes sense to you - or if you're on a team, do whatever the team is comfortable with. I typically try to only make an object a component/script/monobehavior if that class needs to expose something to be tweaked in the editor, or if that script needs to otherwise be tied to a gameobject. I'm not a unity expert, so maybe someone else has better reasons for doing otherwise, but creating a gameobject for no other purpose than to host a script has unnecessary overhead. IMO the key is to do things in a way that makes sense to you, as long as you've answered the question of "why". If you've got a reasonable answer to why you've structured things a particular way, then it's probably good.
  4. 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.
  5. trjh2k2

    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.
  6. trjh2k2

    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.
  7. trjh2k2

    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.
  8. 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.
  9. 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?
  10. 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)_/¯
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. ^ 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.
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