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About alcedine

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  1. Heya, I'm a professional programmer, but with very little experience in game development, just two game jams and one small solo project. I'd like to get more practice in gamedev by doing a somewhat bigger project, on the time scale of maybe 6-12 months, keeping the scope under control so that it gets finished and is in good shape at the end of it. Drawing sprites does my head in, though, so I'm looking for an artist to team up with. I'm interested in making a computer game (i.e., not mobile), preferably in 2D. I have studies and a job, which limits how much I can do per week, but I'll be making at least some progress most weeks. I don't expect big weekly time investments from you, either, as long as you're reliable on the longer term and can be in communication when needed. I'm not set on any particular game concept. If you've got something in mind where you know you can draw it but you need someone to program it, I'm happy to discuss it. I have some ideas myself, such as: A base-building game in side view ("cutaway" view, a bit like this). Interstellar voyagers crash land on a planet and must improvise to stay alive, growing food and fighting off hostile creatures. The players assigns jobs to grow food, manufacture weapons, etc. Zombie survival management sim (top-down view). A group of survivors fortifies a building (e.g. school) to use as a shelter, loot the surrounding city for resources, and protect against zombie attacks on the base. The player manages resources, leads squads on looting runs, etc. These are both base-building game examples, but that's just what I've been thinking about recently. I'm okay with other genres as well. My skills: I know C++, Python, C#, and some other languages. I've used Unity a bit. I have a strong background in math, some understanding of computer graphics (i.e., if you give me a bit of time, I can write a shader), and I know about assorted maybe-useful Physics and CS topics (e.g., Machine Learning). I can write prose and do some sound effects and maybe music. Please provide a sample of your work and indicate what kind of game you'd be interested in working on.
  2. alcedine

    Infinite world?

    The CPU loadis going to depend heavily on a player's projected maximum range, as well as the complexity of the operations that each tile performs. If it's just a question of finite versus infinite, you could just postpone that decision until you have some rough version of what each square does each turn, then make a program that measures the time taken by a calculation on 1k, 1M, 1bln etc. squares (that's cubes 10, 100, 1000 on a side*); you'll be able to find your feasible range that way, and determine for yourself whether that's something that you expect your player to reach. (also, note that it's probably fine to use a pretty streamlined version of AI for far-away squares, and possibly "frame-skip" on them or draw them every five turns or what-have-you). * note that this doesn't mean you'll find a measure of the maximum side length, since it's, erhm, unlikely that your player will hit a billion squares in a single game, ever.
  3. alcedine

    Understanding assembler

    Stanford University has put three of their courses on programming on youtube, open to watch. There's one on java, another or C++, and a third one that broadly talks some generics and paradigms, but in the first lectures, also pops the hood and looks around what actually happens when you use std::vector (for example). Depending on how much you already know, particularly about pointers and dynamic memory use, you'll want the second or the third one. This is where they begin. [media][/media] [media][/media] By the way, I know you asked about assembly, but from what I could gather about your intentions, I'd say you'll do better with one of these courses. Paradigms touches on assembly a bit, but you're probably more concerned with getting a feeling for the mechanics of C++.
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