0r0d

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0r0d last won the day on January 18

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  1. Like always, it comes down to what your ultimate goals are. But in general I'd say yes. Refactoring code is usually a good learning experience, especially when you're doing so with the goal of making it more cross-platform compatible or you're factoring out engine components to use later. You will end up with a set of tools that you can reuse, and you'll understand better what the different parts are and how they relate to each other.
  2. Leaving a company at a critical moment

    It sounds like you have several good reasons to accept the new job. It's up to you to consider what "committed to a 3-month long project" means, as in what type of commitment you made. You dont tell us. So, it's your call as to whether you're breaking some moral code of yours. But generally I'll say that if the company put all their eggs in one basket, so to speak, by having a new project that relies so heavily on just one person, then they are the ones who put the "company in that position" and not you. But again, I dont know what commitment you made to them. Maybe you just accepted the project, or maybe you gave your word that you would be there until completion. Those are different levels of commitment. Assuming your "commitment" was just to accept the project, then I'd say you should take the new job because of all the reasons you gave. You need to do what's best for you and your family, and let the company do what's best for them. If the tables were turned and the company thought it would be best to let you go, they might feel very badly about it, but at the end of the day I'd expect that they'd do what's best for the company. You can also offer to help them with the transition to a new engineer on the project. I'm not sure what the specific details of that would be, but maybe it's something to consider. Maybe you could even work for them on a freelance basis for a while to help them transition, and ask the new company if they'd allow you to work there part-time while you do that. I dont know, you have to think about it. But there might be some way to mitigate the transition for your old company if you really want to.
  3. Try this: https://msdn.microsoft.com/en-us/library/hh873197.aspx
  4. Production in the AAA scene

    I think you need to be more specific in what you're asking.
  5. Why A.I is impossible

  6. Why A.I is impossible

    None of this makes any sense.
  7. Gaussian based Weights

    This might help: http://dev.theomader.com/gaussian-kernel-calculator/
  8. Then maybe someone who has expertise with Unity can comment on this. My guess is that Unity should have decent input handling latency, but that's just a guess based on input handling not exactly being a difficult problem for an engine to deal with. I'd be more concerned if you had hundreds of AI or physics objects all flying around, because those might bring Unity to its knees. If the objects have fairly simple behavior, then even Unity should do a good job with it.
  9. Well, I'm not that familiar with Unity in practice (I just have general knowledge of it) or how they deal with input, but can you tell us why you think it wont work? If you're making a 2D game on PC, I'd imagine that Unity should be adequate to handle any number of objects moving around on the screen with minimal input lag. Can you be more specific about what you're talking about? How many objects? What code are they all running? What framerate do you want to achieve? Have you dont tests with Unity (or other engines) to determine what their limitation are?
  10. Over-ambitious projects

    This
  11. By "small projects" I didnt mean small games, I meant small coding projects to learn the language. Right now you dont know a programming language, so trying to make a game is like trying to build a wooden house when you dont know any carpentry. You need to first learn the tools of the job and practice using them before you tackle something like a game. Reading books will help, but only if you practice by applying what you're learning. But if you try to practice by immediately trying to build an entire game, you will likely just get frustrated and overwhelmed. C# will be easier to learn and you can apply what you're learning if you're using something like Unity. Playing around with Unity and building scripts would be a good way to learn how to build a game, as long as you take it a small step at a time. C++ is the industry standard in the games industry, but it's also a very complicated and powerful language. It's not impossible to start off with C++, but it will just be more difficult. Also, you can start with C# and a lot of what you learn can later be applied if you then learn C++. The general programming and problem solving principles will be the same. If you did decide to learn C++, then trying to learn C now thinking that you need to do so before moving to C++ is a bad idea. Just learn C++ and forget C. If you go that route, I'd recommend getting a good book on modern C++ (C++11). It will be easier to learn because modern C++ has a lot of great stuff to make your life easier.
  12. I'm assuming from the question that you dont know how to program in any language? If so, then the first step is to learn some language and do some small projects with that until you know it decently well. After that you can start to work on a game with an engine. I'd recommend you learn C# because it should be easier to handle than something like C++, and then you can start with Unity (if you're making a 3D game).
  13. If you lived in the Bay Area, you're exactly the type of person I'd love to talk to about a possible partnership. I'm working on my own project where I'm doing most of the tech, plus the game design. It's the kind of thing where I'm working on it full time because I could afford to leave my job (I was working at Google in Mountain View) a year and a half ago to do this. One thing I'm missing is business/startup expertise, but it's hard to connect with a person like that who also has a passion for a game project.
  14. If you want to get to the stage of having a prototype level, then you'll at least need a programmer/lead, an artist, and a designer. Maybe the programmer will also be the designer? I dont know. But, there's no chance you will get that prototype for $10,000. An experienced senior engineer will cost you a lot, especially so if you're hiring a contractor. We're talking maybe $100/hour or more, and I'm not sure how much the artist will cost you. Assuming they start with an existing engine, I'd also assume we're talking at least 6 months to get to a working playable and coherent demo. So, do the math on the cost. But, $10,000 for that prototype is never going to happen.
  15. How to find front of a 3d model?

    Yeah, you just need to know what convention your engine will use, or whatever code will actually be doing the rendering and moving around the objects. If it's some script that you have control over, then of course each model could have its own facing direction as long as that code knows about it. But unless you like pain, just stick to the convention of the engine you're using.