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About jammm

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  1.   Did you try running it in compatibility mode for windows XP? Some Retained Mode apps will refuse to work even if you have the DLL. It's simply because they dropped the DLL itself since vista, so it's not tested to work 100% on current modern OS's. Some Direct3D Retained Mode apps still work as long as you have the compatibility mode set along with the dll downloaded seperately. Almost all the Retained Mode samples from the DX7 SDK work for me on windows 8.1 in compatibility mode along with the dll present. I've also ran Lego Rock Raiders (one of the few popular games using Retained Mode), albeit with very, very choppy performance. Still, technically it does run all the way.
  2. I never really thought of that. Thank you! :) I'll ask them what their interns are up to, and what future projects can they work on. I do know that the local Ubisoft office here is looking for Unity devs for mobile games (according to their linkedin profile), maybe that's not the direction I should go towards as it doesn't involve graphics programming and because I don't know Unity.
  3.   What if I got an offer for both? Even though I haven't applied yet, my friends who had applied for both had gotten accepted relatively easily, since it's just an internship and in India I guess the bar for entry isn't too high here I guess.   I understand that it's an internship and all, but in terms of the company itself, the decision seems pretty tough. I will try out the decision grid approach as a start, but I'm still looking for opinions on this from others in order to strengthen my decision.
  4. I'll be applying for both, just not now. I'm going to apply in september this year, after my current work at GSoC ends. So I still have time to think about which one I should go for in case I do get into both.
  5. I'm currently in my senior (final) year of my computer engineering degree, and have two opportunities to apply in front of me, one is Autodesk and the other is Ubisoft.   Both of these companies have offices in my city and I have friends from my batch who are already pursuing internships there. One of them recommended me to join Autodesk, I'm not sure about the reasons behind his recommendations but I guess it's because of the flexible timings and better pay compared to Ubisoft (though I heard Ubisoft also has flexible timings).   Long story short, I want to get into the games industry as a rendering engineer/graphics programmer. I know that Autodesk is all about computer graphics and Ubisoft also works on their own game engines, that's why I'm very confused as to which internship I should go for.   One thing to note: I am planning to pursue MS in Computer Science in the US with emphasis in computer graphics courses (I'm currently living in India) after I graduate. Keeping that in mind I'd like to gain relevant experience in order to increase my chances of getting admission in a decent university, and ultimately getting a job in the game industry as a graphics programmer and/or get a normal programming job until I make a proper portfolio after which I can join the game industry.   I'm looking for suggestions for which company I should go for an internship? Considering the fact that the experience I'll gain from either should help me in the future in terms of computer graphics?     Jam
  6. It's not really research, just a presentation. As I said, it's just a seminar. Nowhere in the post have I specified that this is research.     The following advice is if you're genuinely interested in learning here, if your priority is to pass the seminar as simply as possible than I guess you disregard it.   The point of these exercises is typically to have you research a topic you're unfamiliar with and show that you're capable of picking up knowledge and understand what's going on on your own (by crawling through refs, etc...). The post 2012 criterium is probably there specifically because most pre 2012 algorithms have simple tutorials or at least sample projects available that you could copy, or which do a large part of the "understanding" for you and give it to you in a simpler and more digestible manner, at the cost of depth and accuracy.    That may not seem like a big thing, but if you're unfamiliar with it, there's quite a difference between crawling papers to understand and implement something, and reading a tutorial and implementing what's presented there. But paper crawling is important if you don't want to wait around for others to explain stuff to you when new papers come out. Just as an example, most tutorials you find will go fairly easy on the math and pretty much always sweep something under the rug that's extremely important to get a detailed understanding of the relevant field, as opposed to just that specific algorithm that's presented in a tutorial.   Also it's kind of lame to implement something like the basic SSAO algorithm that Crytek came up with when lots of improvements in that area have been made since.   But now, some practical help: This thesis from 2013 is a pretty good overview over some relatively recent advances in SSAO (it compares six specific algorithms).   I agree with you, I do intend to learn from implementing these algorithms, but the reason why I'm going for a simple-to-implement algorithm is so that I could first learn how that works, then implement a paper which improves upon that algorithm. Also, I only have a month to prepare for this, so I have to be realistic with my own goals and expectations by the end of the month.   Thanks for the thesis link! I'm sure I'll be having a great time going through it, understanding the algorithms and, if possible, implement one of those algorithms as part of my demonstration!       Thanks alot for the links! That's some great information right there I also found a paper here, which talks about an advancement in DOF/Bokeh, offering better performance than normal non-seperable filtering. It seems to be cited in the Crytek presentation too. The plan is that I'll be learning DOF/Bokeh from your samples, implement them on my engine and try to implement this paper after that. I hope you don't mind me referencing your approach while implementing DOF/Bokeh on my engine.   I'll be sure to cite your blog and the paper I found on my report.
  7. It's not really research, just a presentation. As I said, it's just a seminar. Nowhere in the post have I specified that this is research.
  8. Hey guys,   I have to provide a demonstration and give a seminar as a part of a college course this semester. As usual, I chose computer graphics as the domain of my seminar, and decided to implement a rendering technique and show that as a part of the demonstration.   I have found a couple rendering techniques interesting, namely SSAO (from Frank Luna's DX11 book) and Bokeh effect ( https://mynameismjp.wordpress.com/2011/02/28/bokeh/ (thanks MJP!) )   BUT, for some reason they require students to cite a technical paper as part of my seminar report which should have atleast a smattering of relation with the rendering technique that I'll be implemeting. Now I know what I'm supposed to present, but so far I just can't seem to find any good *related* techical papers which I could use. The main reason for that is that they want us to choose papers from IEEE/ACM dated 2012 onwards. With ACM as an option, I can look at SIGGRAPH papers too. BUT if I could find a paper pre-2012 which is still good, exceptions _could_ be made.   tl;dr :   Could anyone provide me references to technical papers which are atleast *somehow* related to SSAO and Bokeh (or algorithms used for Bokeh), from IEEE and/or ACM/SIGGRAPH?   EDIT: Just to clarify, this isn't research, just a computer graphics seminar where I implement a rendering technique for demonstration.
  9. It's hard to give advice because we're not in your situation, and our situations won't necessarily apply to yours    My general advice is that by the time you graduate, you should have at least a small standalone-game or a total-conversion-mod, or a collection of small mods, or a research project demonstrating a new innovation. Generally I would say that you should have made this in your own time (not schoolwork) however there's always exceptions, e.g. many "game schools" allow you to do a large group project during final year, which often results in quite an impressive/large game... or if you're doing a thesis you might have some great innovation/research to show off.   In your case, if you're interested in graphics, then making a small game (even an 80's arcade game remake) would be great if you can say that it's running on your own graphics framework instead of an existing engine. In an interview, you can then have deep conversations about how this framework works.   It's usually short-sighted (and frankly a bit sociopathic) to base decisions just on the state of the market, but at the moment, there is huge market demand for graphics programmers. e.g. I have companies in the USA offering to double my salary if I wanted to move to that country and do senior graphics programming work. So assuming that this demand sticks around, that's a good incentive to follow your interest and keep learning in this area. It's hard to get into a graphics job as a junior/graduate, but you might get lucky if you're in the right place and the right time. Otherwise, it's always a plus to have on your resume if you're trying to get a junior/graduate gameplay programming job - it might make you stand out more against other candidates if you can write gameplay code but also have demonstrable knowledge of graphics stuff. It means if they invest the time in taking you on, then they'll have the option of moving you into the engine team later. It's nice if in an interview you can express an interest and show a bit of knowledge in engine/tools/tech-art areas as well, to show your value as a generalist and a strong self-learner.   So basically, try to learn gameplay and graphics if you're interested in both    All right then, I've decided to continue with learning graphics programming, making my own graphics framework in the process, and create a working demo game using that engine/framework before I graduate.   Thanks a lot for the advice! I will always keep it in mind to motivate myself
  10. Thanks a lot for the insight! It's really very appreciated Right now I'm in my Junior year of undergrad, and I haven't really made any mods of any game so far, though I did tinker around with the Quake 2 gameplay code for a bit, which was quite fun. I also liked the Wolf3D mod scene, and played around with the level editors when I was a kid   So, currently I'm learning graphics programming, and already at the level where I could get a basic 3D scene up and running with lighting and textures. But your insight has raised a question in my head - should I continue learning graphics programming? Or should I just work on game/gameplay programming instead for my portfolio, then learn graphics/engine programming while working as a game programmer?   All these options sound really exciting, that's why it's difficult for me to make a decision.
  11. Thanks for replying! Now that I think of it, I guess it's graphics programming that I'm interested in, though I don't mind working on other core technologies (probably not physics and a maybe for networking) but I find my interest mostly in the rendering engine right now.
  12. You usually become one by first working in the game industry as a programmer. I guess what I'm saying is, engine programmer isn't an entry-level position. Your portfolio should include a game made with an engine you programmed or helped program (if the latter, the game should demo the aspect of the engine that you worked on).   True, I guess I'll have to work my way up from a programmer to an engine programmer when I gain enough experience.   But, are engine programmers still relevant today? I mean, seeing that there's already a plethora of game engines like Unity or Unreal, I don't know how much *in-demand* a programmer experienced in developing game engines would be.   I'm asking because I see a lot of demand for programmers who know how to use a ready-made engine, say Unity with C# or Unreal with C++.   I've tinkered around with Unreal engine but have found no interest in pursuing learning it for making games, as I'm more interested in creating myself the underlying layers that make up a game. But if being skilled in using these engines is useful as a programmer then I'm ready to do it. Still, I'm confused as to what I should be doing right now in order to be skilled as a game programmer. My interests lie more into graphics, which is the core part of a game engine. So making one as a part of my portfolio sounded like the right thing to do.
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