SteveDeFact0

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About SteveDeFact0

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  1. I have a cube that can be split into 8 smaller cubes which can in turn be split infinitely. How do I get all adjacent leaf nodes regardless of how deep their branches go? One way I can think to do this would be to find the common parent and retrieve the adjacent nodes from there. However, this sound extremely process intensive. What is the fastest way to do this?
  2. I'm looking for a game that is similar to Rust or Ark in ease of use but with more customization like Sauerbraten. I don't care about the game play or any other mechanics in the game besides the building system. Any suggestions?
  3. I won't go into the exact game mechanics but I'm currently working on an online space dog fighting game where there are two factions fighting to destroy each other. I've registered three domains but I'm not sure which one I like the best. This is where you guys come in! Please pick the name you think is the best!
  4. How can I get hired at Epic Games?

    No, I was talking about software companies in general. There is only one other company I've aware of which uses the unreal engine in this area but I don't think they are hiring. I'll give it a try though.
  5. How can I get hired at Epic Games?

    Been sending out my resume daliy and have never even gotten a reply. I think they are automatically weeding me out since all the jobs I am applying for require a bachelors in computer science.
  6. How can I get hired at Epic Games?

    1. It impresses hirers to see that you got a GED and put yourself through 3 years of CC. 2. You say you have a "useless degree"? What degree is it, in what subject matter?   Computer programming which is a 2 year degree but took 3 as work interfered and I could never get all of the classes I need. I still have to take 2 more semester to finish. Between two community colleges which I am registered for they only have 2 of the 4 classes I need in fall and they didn't have any of the classes I needed for summer so I could not go. Won't actually graduate until after next spring and that is only if they actually offer the classes I have been needing... So in reality it will have taken me 4 years to get a 2 year degree if I am lucky.
  7. How can I get hired at Epic Games?

    By being a more attractive applicant than the other applicants. Your post unfortunately reveals a lot of unattractive qualities in you. Your post goes into unnecessary self-pitying detail and omits important information that could have helped us advise you. Your advisor did not give you bad advice, unless the courses you took at CC were not transferable (that is to say, didn't count towards the program at NCSU). Stop categorizing your CC experience as "useless" and a "waste." You learned a lot. And I think it's impressive that you got a GED and a 3-year college education on your own - so you should stop with the "oh poor poor pitiful me" nonsense. You say you have a "useless degree"? What degree is it, in what subject matter? And you should make a game, not an engine. http://scientificninja.com/blog/write-games-not-engines http://www.gamedev.net/topic/627759-make-games-not-engines-but-how/ Most of all: You need to stop poisoning your mind with all the negativity. More reading: http://www.sloperama.com/advice/lesson27.htm   None of them count towards a computer science degree at NCSU and only 6 credit hours out of 73 will transfer from what I was told. However, this information was from another community college adviser at Wake Tech. She handed me a paper with what I need to transfer this time. I should probably talk to an adviser at NCSU though. I'm not sure how taking introductory classes on tools and languages I was already extensively using counts as a productive use of time, and I honestly can't think of any new skills I have picked up in the last three years that came from community college. I have no idea what information you think I was omitting but I assure you that what I have said is an accurate account of events. Additionally, I am writing a game engine because I like to program. I am neither particularly good at or enjoy 3D modeling, animation, drawing or writing music. So I was trying to procedurally generate content for a game which is why I was writing an engine and not a game since no tools exist to do what I want.
  8. When I say hired I mean even as a janitor. As a child I happened to play all of the games made by Epic MegaGames. Jazz the Jackrabbit and Jill of the Jungle were in fact the first two video games I played. I started learning to program at 7 to imitate these games and made a pretty neat side scrolling game with a level editor which I later lost due to hard drive crash. In my teens I played countless hours of Unreal Tournament and later Gears of War. These games among others inspired me to start developing a game engine. I realized that Epic games was located in Cary, NC which was close to where I lived, that they were the developers behind the games I played so much as a child, and that they were the developers behind the Unreal engine which happened to be one of the most popular commercial engines. Instantly wanted to work there after realizing all of this. Parents home schooled me and failed to do the proper paper work for me to graduate. Mainly as a result of my ex telling them that I didn't believe in god which lead to them kicking me out and cutting all ties with me. Had to get a GED which in turn means I had to go to a Community College. Community college advisor tells me to take computer programming in order to transfer to NCSU for computer science. Completely wrong, I wasted 3 years to be left with a useless degree and 15k in student loan debt. Not to mention that I put my game engine on the back burning for those three years to focus on school and work. Doubt I have enough years of financial aid left to go back for a general science degree in order to transfer or to finish a computer science degree from scratch even if I were accepted into NCSU. Lost the shitty job I was working at for the past 7 years recently due to a schedule conflict with my classes and am now jobless. I felt the best I could do was move to Cary in order to be closer to Epic Games and NCSU. Now I'm 25, living in Cary, jobless, still have to take community college classes so I don't have to pay back student loans, and I don't know how I'm going to be able to ever achieve my goals. I just want to get my foot in the door because I'm tired of working for years towards this goal and making practically no progress. I would stop at nothing just to get a job there no matter what they have me doing.
  9. 3.65 GPA but I had a 3.85 until this last semester when I just got sick of doing mindless tasks that I had already done a million times before and found out the degree was worthless for transferring for computer science even though the adviser assured me that it was the right program for me to transfer into computer science.
  10. Prise the great swiftcoder!  That was the problem!
  11. Yeah, I tried that and many other things. I was able to use multiple windows before in the beta by simply making current the base context and the window that I wanted to render to. They did something that broke this feature and so I would assume that a shared context is the way I am suppose to do it. I thought SDL2 was suppose to allow multiple windows unlike SDL1.3. I might just have to fork SDL to get this critical feature back...
  12. Didn't help. I'm still getting the segmentation fault when I try to render resources from the main context.
  13. I need to create an application where there is one main context that holds all the resources for my application and then have many child windows that can render those resources. I assumed that shared contexts are the right way to do this but I can't get the main context to share its resources. Any idea what I'm doing wrong?   #include <stdio.h> #include <stdlib.h> #include <vector> #include <string> #include <GL/glew.h> #include <Cg/cg.h> #include <Cg/cgGL.h> #include <SDL2/SDL.h> int main() {     SDL_Window *mainWindow;     SDL_Window *window2;     SDL_GLContext mainContext;     SDL_GLContext context2;     SDL_Init( SDL_INIT_VIDEO );     SDL_GL_SetAttribute( SDL_GL_ACCELERATED_VISUAL, 1 );     SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );     SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );     mainWindow = SDL_CreateWindow( "Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );     mainContext = SDL_GL_CreateContext( mainWindow );         SDL_GL_MakeCurrent( mainWindow, mainContext );     window2 = SDL_CreateWindow( "Test2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN );     SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);     context2 = SDL_GL_CreateContext( window2 );          //glewExperimental = GL_TRUE;     SDL_GL_MakeCurrent( mainWindow, mainContext );          glewInit();     _CGcontext* cgContext;     cgContext = cgCreateContext();     cgGLRegisterStates(cgContext);     CGerror error;     CGeffect effect;     const char* string;     std::string shader;     shader =             "struct VS_INPUT"             "{"             "   float3 pos                  : ATTR0;"             "};"             "struct FS_INPUT"             "{"             "   float4 pos                  : POSITION;"             "   float2 tex                  : TEXCOORD0;"             "};"             "struct FS_OUTPUT"             "{"             "   float4 color                : COLOR;"             "};"             "FS_INPUT VS( VS_INPUT In )"             "{"             "   FS_INPUT Out;"             "   Out.pos = float4( In.pos, 1.0f );"             "   Out.tex = float2( 0.0f, 0.0f );"             "   return Out;"             "}"             "FS_OUTPUT FS( FS_INPUT In )"             "{"             "   FS_OUTPUT Out;"             "   Out.color = float4(1.0f, 0.0f, 0.0f, 1.0f);"             "   return Out;"             "}"             "technique t0"             "{"             "   pass p0"             "   {"             "      VertexProgram = compile gp4vp VS();"             "      FragmentProgram = compile gp4fp FS();"             "   }"             "}";     effect = cgCreateEffect(cgContext, shader.c_str(), NULL);     error = cgGetError();     if(error)     {         string = cgGetLastListing(cgContext);         fprintf(stderr, "Shader compiler: %s\n", string);     }     float* vert = new float[9];     vert[0] = 0.0; vert[1] = 0.5; vert[2] =-1.0;     vert[3] =-1.0; vert[4] =-0.5; vert[5] =-1.0;     vert[6] = 1.0; vert[7] =-0.5; vert[8]= -1.0;       glViewport( 0, 0, 640, 480);       glMatrixMode( GL_PROJECTION );     glLoadIdentity( );       glMatrixMode( GL_MODELVIEW );     glLoadIdentity( );     unsigned int m_vaoID;     unsigned int m_vboID;     glGenVertexArrays(1, &m_vaoID);     glBindVertexArray(m_vaoID);     glGenBuffers(1, &m_vboID);     glBindBuffer(GL_ARRAY_BUFFER, m_vboID);     glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(GLfloat), vert, GL_STATIC_DRAW);     delete[] vert;          bool quit = false;     SDL_Event event;     while (!quit)     {         SDL_WaitEvent(&event);         switch(event.type)         {             case SDL_QUIT:             quit = true;              break;          }                  // Draw to first window/context             SDL_GL_MakeCurrent( mainWindow, mainContext );         glClearColor ( 0.0, 0.0, 1.0, 1.0 );         glClearDepth( 1.0f );         glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );         glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, 0 );         glEnableVertexAttribArray( 0 );         CGtechnique tech = cgGetFirstTechnique( effect );         CGpass pass = cgGetFirstPass(tech);         while (pass)         {             cgSetPassState(pass);             glDrawArrays(GL_TRIANGLES, 0, 3);             cgResetPassState(pass);             pass = cgGetNextPass(pass);         }         glDisableVertexAttribArray( 0 );         glBindVertexArray( 0 );         SDL_GL_SwapWindow(mainWindow);         //Draw to second window/context         SDL_GL_MakeCurrent( window2, context2 );         glClearColor ( 0.0, 0.0, 1.0, 1.0 );         glClearDepth( 1.0f );         glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );         glVertexAttribPointer( 0, 3, GL_FLOAT, GL_FALSE, 0, 0 );         glEnableVertexAttribArray( 0 );         CGtechnique tech2 = cgGetFirstTechnique( effect );         CGpass pass2 = cgGetFirstPass(tech2);         while (pass2)         {             cgSetPassState(pass2);             glDrawArrays(GL_TRIANGLES, 0, 3);             cgResetPassState(pass2);             pass2 = cgGetNextPass(pass2);         }         glDisableVertexAttribArray( 0 );         glBindVertexArray( 0 );         SDL_GL_SwapWindow(window2);      }     glBindBuffer( GL_ARRAY_BUFFER, 0 );     glDeleteBuffers( 1, &m_vboID );     glDeleteVertexArrays( 1, &m_vaoID );     SDL_GL_DeleteContext(mainContext);     SDL_DestroyWindow(mainWindow);     SDL_GL_DeleteContext(context2);     SDL_DestroyWindow(window2);     SDL_Quit();     return 0; }    
  14. SDL2/CG project stopped working

    The "black cat in the dark" or "polar bear in a snowstorm" problem is the most common new graphics code issue and could literally be one of hundreds of different problems. Your best bet is to attach a graphics debugger, like NVIDIA Nsight or AMD PerfStudio or Intel GPA and stepping through a frame and seeing where errors occur; or if no errors are occurring then inspecting the draw commands, state, transformed vertices, shader executions, and so on. Knowing these tools and how to use them is an essential skill for a graphics programmer.   Problem was compositing manager believe it or not. First frame was getting cleared. Works fine when I put the rendering code in a loop. Now I just have to create multiple windows that all share a context which was the problem I was having with my original project.
  15. SDL2/CG project stopped working

    A window with nothing in it.