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0r0d last won the day on July 22

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  1. 0r0d

    How to solve this trig function?

    You just need to look up trig identities and apply them to simplify and solve the problem.
  2. 0r0d

    How much longer can Trump/Trumpism last?

    Sadly it can last quite a long time. A lot of repugnant things last a long time because human nature is what it is. There will always be ignorant and greedy people, people easily swayed to vote against their own better interests, and so on. The thing about Trump is that he didnt create the climate of divisiveness and hatred that permeates our political system and discourse. He just tapped into it and is playing it for all its worth. That climate has its roots back to the days of Newt Gingrich and the slow decay of the GOP that he instigated. But the thing that Trump IS doing is he's making everything worse. The political climate has been bad, he's making it worse. Government has been corrupt and ineffective, and he's making that worse too. The next President will have to spend much of their term just trying to fix all the shit that Trump is breaking... from net neutrality, to the State Department, to our relationships with our allies, to trade, to the other hundred things that are being destroyed because one incompetent, greedy asshole wants to play politics and use the office of the Presidency as just another scam to make money and pad his ego.
  3. You can check out Unreal, but it's a very complex professional game engine. I'm not sure if that's a good one to tackle when you're just starting out.
  4. The best way to learn this stuff is to try different techniques and finish projects. You learn a lot from just having to take a project from concept to conclusion, because that's how you run into all the problems and have to solve them. After each project you can consider how your solutions and systems worked, and think of new techniques that you might try next time.
  5. You might be overthinking this. If you're inexperienced in game development and engine design, the best thing to do is start simple and then after you have experience with that, try other things that are more complex. So if you have a game object class, just add a Render() method and go with that. Or, you could have a separate system that goes over the game objects and renders them... so the objects dont know anything about the rendering, but the rendering system knows about the objects. If you want to get more complex, then an entity-component system might be something to try. But, it's easy to become frozen with too many options and too many theoretical ideas that you cant figure out how to implement. Choose a method to deal with this that makes sense to you and fits your project, and get that working until you fully understand the pros and cons of that technique. Then you can proceed from there to others. You will not get a full understanding of all the possibilities from just reading about them, or having people tell you what the "best" ones are. You basically have to learn them yourself through experience. At least that's the best advice I can give.
  6. Bugs in the multi-threading code.
  7. A game programmer can be an entry level job, but not necessarily. You can have everything from junior to senior and lead gameplay programmers. Sometimes you also have scripters who work in just the engine scripting language, and those are sometimes calls programmers... and sometimes not. A general description is that a gameplay programmer builds all the gameplay systems and behaviors for a game on top of an existing engine and various existing API's. These systems/behaviors are things like AI and scripts, UI, tools, some graphical work, game setup and game flow, debug, test, and optimize game code, and many other things. It also includes working closely with designers and artists to implement their vision by modifying existing code or adding new game objects or systems, and working with engine programmers to design and integrate new features. Differences between an engine and a game programmer: The game programmer does the above things and is more of a generalist, someone who is required to do anything the game needs, but typically works with an existing engine that provides things like a renderer, physics, tools and data pipeline, audio system, and other basic things like a full math library, file IO, and so on. So unless the gameplay engineer is the only programmer and is doing everything for the game, the normal situation is that he/she will not have written any of the low level stuff that he relies on to make the game work... and also normally he/she doesnt have experience writing those systems. An engine programmer is responsible for all or some of the low level stuff mentioned above, and as such needs deep knowledge and expertise in such areas. So, a senior gameplay programmer might not know how to write a specific system, but a senior graphics programmer needs to know how the hardware works, how the graphics pipeline works, how to write shaders, particle systems, post-effects, and all those sorts of things. The engine programmer also usually has to have a very strong understanding of math, many different engine architecture techniques, and will be required to optimize and debug things to the lowest levels of the engine on multiple hardware platforms. So, while a gameplay programmer has a wide area that he works in, it usually just requires a good understanding of the language, some basic math, and good problem solving skills. An engine programmer needs all that, but also deep knowledge of math and one or more areas like graphics, physics, audio, AI, tools, general architecture, etc. One area, however, where engine programmers do have it easier is that engines are usually separated into units that are mostly isolated from each other, and also usually cleanly coded and carefully maintained. On the other hand, game code is usually much more of a mess, with lots of dependencies and with many programmers coming and going, and not always fully understanding the codebase when they add or change stuff. So a good skill for a gameplay programmer is being able to look at lots of messy, convoluted code, and be able to work within it and find ways to make it cleaner and more maintainable. Hope that helps.
  8. I have no idea what is rendering those images or what the "Direction" image is supposed to be representing. But if you mean the solid purple vector, it looks like it's just the camera transform's z basis vector. So the camera world facing vector would be the negative of that.
  9. You are going about this in a really bad way. When you get errors you should understand and then fix them. You should NOT try to ignore and get around them by any means possible. Here's what you have to do: 1. Get your current code compiling and get to a good stopping point. 2. Get the latest version of Visual Studio Community, which is free, and convert your solution/projects to that. 3. When you get errors or whatever problems, solve them. If you dont know how to, ask here or search other sites. The problems you're having have almost certainly been faced and solved by many before you. 4. Continue with your project. You should also familiarize yourself with basic debugging techniques such as the call stack and everything else that VS gives you (watch windows, breakpoints, data breakpoints, etc. It will make your life easier and these are basic things that a programmer needs to know. To answer the other question about whether you should target different, older, windows versions... the answer is no. Right now Windows 7 and Windows 10 together have something like 85% market share among Windows. So I would target Windows 7 as my minimum and definitely forget ones like Windows XP. There's few reasons to target such an old OS, and "I dont want to fix Visual Studio configuration issues" is not one of them.
  10. He means look in the callstack and work your way up through the function calls until you find the function in your code that you're calling that has the problem. Also, it's time to get a newer compiler.
  11. I guess I should also answer in the following way... how have small games been developed or small game studios been started, especially with little to no money? The typical thing is like this, you start with several game industry veterans who band together to work on a project on their spare time. Usually you'll have one or more programmers who will be doing the early work on the engine and gameplay code, a lead designer who works on the overall game design, and at least one artist who starts out making models and animations for the team to use as prototype assets... stuff that will likely never make it into the final game. Then those people work for a couple of years until they have a working version of the game that they can show, and at that point they might be able to get funding or a publisher deal. Or, sometimes these people work at a studio that goes under, and a bunch of them get together and parlay their expertise and the strength of their team and previous work into something that draws enough money for them to start a new studio with a new project in the works.
  12. I know my post seemed harsh, but my goal was to lay things out as bluntly as possible for you because I didnt see that happening with the other posts. I was not trying to insult you. I appreciate that you have the motivation and enthusiasm for this, but those things alone will not get you anywhere. That might be really disappointing to hear, but it's the truth. And, without any experience in the game development field, right now your enthusiasm is only leading you to waste money and time. I'm hoping that i can save this the time, money, and frustration. What would I suggest: Most importantly you need experience. You could get a game done if you had 0 experience and tons of money, no doubt about that. Just throw some tens of millions of dollars into starting a game studio and hiring people, and then try to get your game done. But what will happen is a lot of time and money will still be wasted because you still dont have the experience to know how to lead a game development team, or game studio. And while, as someone who has never done it, making a game might seem easy... I can tell you it's not. Even the most experienced and successful game developers often waste years and tons of money, and eventually end up with shitty games. Look up examples like Daikatana and Duke Nukem Forever. Now, if you want more specific suggestions, you'd have to give more details about your situation and what you bring to this. As noted, you could start by working in games and get experience that way. Or you could become a programmer, spend years learning game development on your own doing many small projects, and then try to get a team together. Or you could invest a lot of money to hire some leads (lead programmer, lead designer) and get them working on it, and learn from them as they do it. But sadly there's no easy and quick solution to this problem.
  13. So here's the deal, you're kind of approaching this in a totally backwards way. This is not really surprising because you dont have much game industry experience. I'll point out a few things. Starting by forming a company was pointless, and it was a waste of the money. It gives you next to nothing towards your goal, which is to make a game. Building a detailed 3D model of the game level/map/environment also does next to nothing towards getting the game done. Why? Because that's not the way a game is made. A fully-playable game map needs things like: balancing, navigation points, triggers and spawn points, maybe some lighting setup, physics/collision meshes, and other things. The game balancing of the level alone requires a lot of iteration, so building an entire detailed level up front is just a waste of time because it will be mostly changed by the time you're done. Third, you have no experience building a game nor do you have people with such experience. Also, no programmers who will actually make the game work. Fourth, you will not be able to raise money from Kickstarter. I mean, maybe your friends and family will help, but that's it because you dont really have anything to prove to anyone that they should invest money in your game. It's hard enough when you're a known game designer who already has a playable early prototype and a team working on it. So... there you have it.
  14. Ok, I just want to clarify some things here. You keep saying that you have a prototype or demo. But in reality what you have is a detailed 3D model of your game environment built in Maya. You also have some kind of design document. Correct? You have no experience making games. You do not actually, right now, have a working game at all. You dont have any programmers working on this game. You have spent $4k on starting a company to make this game. Are all those things accurate?
  15. 0r0d

    Does each vector have its own basis vector?

    I'm not entirely familiar with the mathematical definition of a subspace, but I think the answer is yes. Any space like your 3D model space is just a Euclidian coordinate frame defined by 3 basis vectors in the parent space... the 3D world space in this case. Any point in that model space is therefore in terms of that coordinate frame, and needs to be transformed using the basis vectors as Fulcrum.013 said in the post above.
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