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HonestDuane

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  1. I can't really agree with that. The content pipeline is far and away the most important feature of a game toolkit - you can have all the fancy physics, AI and rendering in the world, but it's all for naught without the right content...   So what defines a AAA game verses AAB game? Would you be willing to go into more detail on this?  This was an argument used by the engine companies; they all claimed to be AAA ((and thus worth the expense) even when some of them clearly did not meet what I would consider AAA requirements like support for DX11.. So is there a checklist or something you can use to know if its AAA, AAC, etc?
  2. My GF, wife-to-be-fiance, etc.  That is why I said "other half" as despite out best intentions we are not married yet so  can not say "wife" just yet, even if that would make it simpler.   Yes the goal is to use C++ due to the perf requirements of some game mechanics we want to explore, especially on the server side as we want to support as many people playing at once as possible and we already have experience with systems that use it.  One of the things about Unity we didn't like was the build in limitations in Raknet for only supporting a small group of people on a server.  So what I am hearing you say is that if there is a limitation or problem in unity, the store provides a way to buy it away.  Is that the case?   Thank you for being blunt and honest everybody, I appreciate it and once again feel like i need to reiterate that i have a thick skin and do not feel offended easily.  I'm just diving in as fast and hard as I can because I want the Dunning-Kruger effect to slap me around a bit as much as possible, as soon as possible, so I can learn my limits, and then learn to exceed them once they are mapped out. .
  3. This may help you:  http://en.wikipedia.org/wiki/SOLID_(object-oriented_design)   What you are asking for is overly general; So I'm giving you a very general answer and that is that in most code bases its good to keep in mind that as long as classes have one responsibility, they are closed for modification but open for extension by design, and you follow all the OOP rules, you should be good.  If you need to learn these rules first, then I suggest you invest in a book called "Clean Code".  Most of the code samples are in java but the things it teaches will make you a better programmer in any language for any project, even if you disagree with some of the things the author :(Commonly simply known as "uncle bob") says.
  4. To explain: I'm longtime dev in other things but due to different issues I didn't have time for graphics programming before this.   To paraphrase my 3d artist other half "Looking back, Its really frustrating how some really great games that just had [cruddy] graphics did very badly, while games that sucked  did well due to epic shiny graphics".   That is why we are looking into an engine;  because  my other half is a Lead 3d artist for an MMO company and she has her ideas on what an asset pipeline should be - shes also the most experienced of us - and so has "requested" that it be as nice as possible.  I just cant afford Granny and as of this morning she now "has her heart set" on a specific engine that I can not afford so as a result, I am looking for options that will make her happy,. and the Torque and Unity3d engines all fail her requirements due to various issues.   1. Unity3d:   Is actually very restrictive on what you can do with it, and 'm also reading a lot of information that suggests it has poor performance from a networking and "open world" perspective that makes (from an art perspective) crowds, instancing, impostors,  shadows, and instances particles an issue. I'm also reading a lot of item on unity3d that suggest core functionality in its base objects for even simple things like getters and setters just doesn't work, due to a really bad lack of QA, and while I do not know how credible such claims I am reading are, the idea of paying almost 2 grand for something that doesn't work really scares me and a lot of people seem to run into the problem.   2. T3D: I have no personal experience with it, but my Artist took one look at a youtube video on its feature set and said "no"..   Maybe some of you with more experiences with it can dispel these myths or provide greater detail to explain each of the engines?  I have a feeling I just have the classic artist verses programmer problem that is a part of the game industry anyway ;)
  5. So this was sort of a shock to me, as I am coming from a long time programming background that is not in the game space, but maybe its seen as normal to you with more experiences.  Either way, I wanted to ask about this and get the thoughts of everybody, because I figure maybe one of you has some insight I lack or can otherwise provide a reason for this.  And I can not learn if I do not ask, either way.   So I started t.o research different game engines and tools with an idea to work on a project, and I was amazed by the terms and price points being quoted to me.  One wanted 100k for only binaries, no support and no updates (So if I found a big bug, I was screwed).  Another wanted a 30% revenue share, to effectively take 30 cents of every dollar I made (That would be in gross, not net!).  Most refused to not provide support (one engine cited it as damage control, as apparently they get a lot of vocal people on the internet bad mouthing them who do not even know basic C++).  Some quoted me a price, then stated that was per person allowed to touch the code.  Some wouldn't quote me a price unless I signed an agreement that I wouldn't tell others the price I was given (I refused, so they wouldn't tell me the price).  Most sent me an auto-reply if I was lucky, and must have simply decided it wasn't worth replying to because I got no response,  Most of them dont seem to even want people to know the price.   Is this the standard in Game Development circles?  Are these prices so high for any specific reason, given the sheer volume of the games they could be doing? And why are the rev-share percentages so high?  The landscape doesn't seem to be very Indy friendly, and I'm having trouble understanding why this is given that anything that stops games from being successful or limits what people just starting out can do also limits their own possible market share for the things they are trying to sell, so I see such rev-share and initial costs as limiting to the engine sellers as well.  After all if only a few can afford to use their engine, they will make a lot less money.   As ignorant as I am sure I sound, It seems very short sighted to me, and even accounting for support, dev time, etc, it seems excessive to me as the ignorant noob who just wants to make a great game and give people something they will enjoy,  Am I wrong to think this way?  What am I missing? And what are the common options?
  6. Most of the things you get on such sites like fiverr are usually stolen from open source solutions.  I had a friend attempt to use that site to offshore some work; It didn't end well for him as the result he got back had a giant GPL header on the top so he couldn't even polish the turd he was given to use it.
  7. Well thank you for giving me your blessing to do whatever I want with the domain, but my offer still stands as I do not personally feel like just because we can not think of a way to work together right now, that we should close that door for the future,   Please feel free to let me know if you think of something, and I will do the same.
  8. I do not want to fragment the community, that is why I started this thread.  And I am glad you feel the way you do about the great people who show up to learn more about game development, because I happen to be one of them at the moment.   My story of how I got the .Com domain is pretty public knowledge, as I have made no effort to hide how it happened.  I honestly had no idea gamedev.net was around when I bid on it; I'm a Sr. Software guy, but very old-school in terms of game development as I got my start with MUD's (Yes, for the few of you old enough to remember the title, I can honestly tell people I am a a Wizard with a straight face) and until recently didn't have a reason to branch out into OpenGl or DirectX very deeply unless you count some xbox dev work that was more back-end   If it helps you, just consider me new enough to the games side of the software business that if it looks like i am missing something its probably because I'm ignorant (I'm not stupid, really) and just learning the ropes.  It is actually kind of nice, because I have an opportunity to be a noob again, except a have a good CS foundation so I do not feel as lost as many of the poor souls who are starting out without a software programming background spanning over two decades.  I *like* being a noob for DirectX, because it means I get to learn something... and i am LOVING the learning I have done so far.   But I am now stuck in a situation that admittedly makes me uncomfortable; I paid thousands of dollars for a domain name thinking at the time I would make a very epic blog/portfolio/educational site, only to find that there is in fact a group of people I respect who had a similar idea.  And I have that debt now, to boot.   There are other events in my life that as of this week make this an interesting development; I'm going to get married this month and so the cost of the domain has been on my mind a lot as well. Either way, if it seems like my offer to work together seems sort of lost or without direction, that is because it is, and the only compass I have to point the way forward - such as my CS or entrepreneurial biz-dev skills - are skills that now make me feel sort of guilty that if I use them  i would be going against people I respect.   I'm not sure what else to do except to ask if you want help, or if we can work together somehow.   Can I at least have your blessing?
  9. Yet in this case historical whois records show that the .net was actually bought over a year after the .com - and the .net team told me they had the option of buying the .com at that time but chose not to - so the analogy of redirecting a misspelled site doesn't fit here, since the .com was around first but simply was not open to the public.  I think of it more as a set of twins, one is the social guy and already knows people, the other is lesser known around town but now wants to do good things.   The core issue I have is that if I start to promote or advance the .com, it could have an impact on the .net site, or worse, be seen as against them when that is not my intent.  I would rather support the general premise of what the gdnet team is doing - and support game development as a team together -than I would want to compete directly with them.   I really respect what they are doing and I want to support that; But if as you suggest I should instead be looking at this as a business thing where they only care about money and are not interested in working together,  I need to be told that.  That said, I would much rather be friendly with the gdnet team.
  10. To be honest, the fact they claim to have developer friends, yet these same "friends" all said no, was enough for me.   If other developers - who know this guy much better than I would just meeting him for the first time since they are his "friend"  - are not interested in his ideas, then I have to wonder why. 
  11. This "artist" clearly has no clue.   There are a lot of people who claim to be artists in Seattle; And everybody knows somebody with a "recording studio" (usually a spare corner of their apartment with fruity loops installed on a pc) in fact I know so many the title of "artist" alone creates great skepticism in me about their abilities. I could explain further, but if I did so, I would probably anger somebody who was an artist and actually deserved that title. ;)
  12. So map it out in  a state diagram.
  13. This will be the first and only time I talk about anything related to .com version of the GameDev domain here; I'm not trying to spam so if this is against the rules please just let me know as I am taking great care not to add a link here out of respect.   I was talking to you guys before about the fact that after 14 years the .com of gamedev now has an active owner who wants to do good things with it, but our talks on how we could work together between .com and the .net just sort of trailed off.   I'm unsure why , but I wanted to again reiterate the respect I have for you all and say again that I want to find a way to work together.   To further make sure that you guys know I really want to have these talks, and to prove that I am in fact who I say I am, I have posted about this topic on my own GameDev site.   Thanks you for your time,  - Duane
  14. Offshore may be considered "cheap" by people with no knowledge of offshore software development, but you also get what you pay for.. and I think you just found that out.   I want to help you, but I'm confused by you saying you cant find anybody. There is a lot of people who want to code in games that have the skills,.  Unless of course, your trying to underpay them? That is the typical thing I see when people say they "cant find anybody".  Its not that we don't exist  its that we have a lot of options so getting our attention is very hard if you wrongfully expect to be cheap about it.  And please understand that I do not say this to be rude or anything; I'm just trying to educate you on the facts.  Unlike other industries where people are lucky to get a job, IT and Higher End Software doesn't have the problems another type of job have as the amount of people available still does not exceed the available positions for them to fill, so companies try to hang on to the ones they have even if work slight in order to mitigate the future risk of not having anybody who can do the work.   This is why if you want to keep your talent - or even get it in the first place - you are going to have to be willing to give them what they want.   The good news for you is that this does not always mean sackfuls of money.  You could try profit sharing , vested equity, free food, full medical perks (Although even MS had to make their medical benefits worse to comply with recent new laws), flexible hours, working from home, or any number of other things.  What are you trying now?
  15. And you want this over a network?   Consider your animation rigging for a second.  Now think of your rigged joints and the degrees of freedom they have. Now modify that by the gear the player wears on a per instance basis. That is a lot of work.  So what is the simplest version of this you can get working, and where are you hiding the network lag to make sure its playable?