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coderx75

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About coderx75

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  1. I prefer to keep game development as a hobby and engineer enterprise applications/web services by day.  I rarely work late which affords me some time to work on a game.  This gets tricky though.  I spend nights with the wife and kids so I'm usually up anywhere from about 3:30am to 5:30am.  I'm at work by 7.  I bring my laptop so I can work on the game during lunch.  Sometimes, I get some time in at night on the weekdays and I usually knock out a good 8-10 hour day on the weekend.  It's tough but I get the best of both worlds: professionally engineered solutions vs. crazy-fun game stuffs.   My two cents on keeping game dev sane: - Learn to refactor and keep doing so until you have a solid, comfortable-to-work-within(TM) game framework  - Make time for the non-gamey stuff: tools, menu systems, etc. - Make time for the cool stuff: I used to put all my time into the big tasks but have started maintaining a list of really cool, easy(-ish) to implement features and tackle those whenever things get stale.  A lot of great gameplay and unexpected features have come out of this.
  2. coderx75

    Tech Arena Returns!

    Not so much of a "return" as it's been in development. Things had slowed down during the whole family-building process but have been in full swing for the past few months (as in spare-time full swing). Tech arena allows players to build vehicles (and pretty much anything they want to) from components and compete against friends, enemies and AI in an arena. These components and their functionality are each defined by scripts. On the front end, the player may create new components from existing types but these types are really templates of Lua scripts. If one so chooses, however, they can use the in-game code editor to write their own components from these templates or from scratch. I've posted a new video testing out the new rocket launcher component and the physical effects of explosions in general. Fun stuff!
  3. coderx75

    Slightly ambitious?

    I've had some experience working with large-scale maps in my own projects. What I've learned is that in-game real estate is a serious consideration. As scale increases, the complexity of the required code increases exponentially. More importantly, the purpose for the extra playing area becomes questionable. Essentially, you're investing development time to increase player enjoyment. Being in charge of a project, one must constantly consider the return on investment for time spent by the team. As the world size increases, the return on investment quickly decreases. From the player's perspective, how much are they getting from the larger world? At some point, the answer eventually reaches zero and the justification for the larger world (time vs. return) dwindles long before that. I'm pretty skeptical of to-scale planetary surfaces in games (we're still a long way from pulling it off AND making it interesting to players) and 184,000 times the surface area of the Earth is just not happening for under a half-million dollars. This would be a fantastic project to attempt on your own but it's a risky game to play with other people's money. I'd suggest building a small-scale planet surface with content, collision detection, etc. to get an idea of how difficult it can be to have all the components of a game working together effectively at that scale.
  4. coderx75

    Dawwwww

    The irony of your forum title just hit me. HAHAHAHA!!!
  5. coderx75

    Dawwwww

    Congrats! And you'll sleep again... if you shed any notion of staying up past 9.
  6. coderx75

    Help me pick a logo!

    jjd makes a good point that the silhouette does not scale well. The overlay of the blocks only makes the shape harder to discern when reduced. On the other hand, the silhouette just screams "game company!" I really like the idea that it seems to be jumping off of the logo as if in a platformer. I'd lose the blocks though. Remember: a design is good not when you can not add any more to it, but when you can not take any more away. Try Servant's original idea without the blocks and just the blue color rather than red. Perhaps a different or modified silhouette might make is scale better as well. Maybe not. That silhouette's growing on me.
  7. coderx75

    The Making of Epoch, Part 1 - Why?

    This is pretty ambitious. I saw your last post and thought, "Five years to write a compiler?" Now, I see. This made me think of an idea I had a while back for a compiler or VM (or both) that relied completely on metaprogramming. I don't know if it would be of any use here but I thought it might be worth sharing. The idea was inspired by metatables in Lua and I thought "why stop there?" What if the behaviors [i]and[/i] features of the language could be externally implemented and defined through metaprogramming? I never really fleshed out the idea but, if it could be done, it would make the development of a complex language more manageable. So, the syntax would be designed around metafeatures and the features would be defined through it's metaprogramming, even going so far as to allow code in separate modules of the same application to use separate memory management schemes or even compilers (bytecode or binary). Sounds cool though I'm not sure if this would lead to more bad than good... and the performance... eesh. =/
  8. coderx75

    Future of Gaming: Facts

    [quote name='neutrix' timestamp='1326387611'] This leads me to believe that it is a very very long way off, even if it is possible. [/quote] It's good to have someone weigh in with some background in quantum computing (I don't know enough to really give solid arguments) but I think the above statement pretty much wraps up every argument I've made in these two posts. LoreHunter is prophesizing on the future of things that we're already working on every day and I'm trying to give my insight on the things that I have experience with, showing there are drawbacks that cause the technologies mentioned not to match the (mostly his) hype (long way off even if possible). Anyway, it's a lost cause. I need to go do things that have a hope of being productive. [quote name='LoreHunter' timestamp='1326388140'] ...believe me. [/quote] Seriously, why? Jason out *blip*
  9. coderx75

    Future of Gaming: Facts

    Then why did you include video of a physicist directly contradicting that belief? He states that things become erratic at small scales (nanotechnology) and that the calculation of 3 x 5 = 15 was a major step forward in quantum computing. He gives a timeline of Moore's Law breaking down in 15 to 20 years and quantum computers being usable in about 30, leaving a 10 to 15 year period of stagnation. We're a ways from quantum computing and nanotechnology is only taking us so far. It isn't, if fact "changing" the processor, only increasing efficiency to a point. Believe what you want but there will never be a 204.8 Ghz on a silicon-based chip, with or without nanotechnology. Look into light-based processing. I saw an article a few years ago about a team that used light, rather than electrons, to build a (at that time) table-sized processor and they were promising performance in the teraflops. You want pre-quantum speed, that's the best bet that I know of.
  10. coderx75

    Future of Gaming: Facts

    Michio Kaku said it best. It would be 50 to 100 years before AI can best the human mind (make us dance around in a zoo, as he puts it). So, you're not going to see the video game becoming the video game developer any time soon. He also mentions the collapse of Moore's Law within the next 20 years. You're not going to see 204.8 Ghz processors on the current CPU architecture because it's simply impossible, not to mention that CPU speeds haven't increased since about 2005. There may be some small increases yet to come but, otherwise, we're reduced to adding cores for more power. Kaku also talks about quantum computing and this is where the real promise for the future of computing is. At that point, you're no longer talking about gigahertz but well beyond. Although I love what guys like Kaku and de Grasse are doing, they really are the TV personalities of physics. So, they know their stuff but they dumb it way down for their audience. The "retarded cockroach" is still a bad analogy for computing but, in this context, he's using it to give the audience a perspective on today's computers compared to the quantum computers of the future. Today, we're operating on retarded cockroaches, tomorrow, human brains. Bad analogy, good comparison. However, where you're getting the brain analogy from now makes some sense. I've been following the development of Infinity since it started years ago (journal is right here on GDNet if you haven't been). Procedural content is one of my main interests and I've been working with agent-based generation in order to achieve varied and interesting gameplay. After working with this for a few years, the limitations have become very, very obvious. It's not so much that we can't create "interesting" content, it's that the human brain is so goddamn hard to fool and "interesting" rarely means "fun". So, fun activities are few and far between and there's oddball things happening all the time. I'm very enthusiastic about this direction of game development (as you seem to be) but I'm also willing to admit that I may be on a fool's errand. Quantum computing would be a great help (generate TONS of content and have some method of stripping away the silly/boring stuff) but I'll be nearing 70 years old by the time that happens. It's good that you're excited about this stuff and you should certainly take part in it (we need all the help we can get). But, it's like Kaku said in your second video: "we're the ones that have to build this stuff". It's all so much easier said than done.
  11. coderx75

    Future of Gaming

    Honestly, the GDNet guys threw you to the wolves by featuring your journal. =b All I'm saying is, for future reference, if you want to post and have any impact, know your audience. You can get a lot out of this site, mainly because a lot intelligent, skilled people here that deal with technology on a day-to-day basis and expect you to think about what you say and do. This is not a bad thing. It's one thing to say "In future, we can see infinite details in our games" or "every game will be infinite" and another to show available techniques, current progress made towards these goals and, most importantly, references. This triggers discussion and, in the process, you've been forced to think deeply about the topic. Let me try giving a little more perspective here. Take this as an example: [quote name='LoreHunter' timestamp='1326299633']In this situation, you can look at the brain as a computer. Memory of how a certain object looks like - 3D model. You can look at decision making as combination of code lines, or AI; etc. [/quote] Okay, I've been programming since 1982. These two examples are supposed to eradicate 30 years of knowledge and experience in order to install a new framework for which I am to think about computing.
  12. coderx75

    Future of Gaming

    [quote name='LoreHunter' timestamp='1326271707'] In this situation, you can look at the brain as a computer. Memory of how a certain object looks like - 3D model. You can look at decision making as combination of code lines, or AI; etc. [/quote] You have to understand your audience. Many of us understand this stuff at a pretty deep level. I can't look at the brain as a computer. Even the terms "memory" and "decision" mean completely different things when referring to the human brain and computer software/hardware, in both functionality and in their end results. I don't mean to nitpick but when you say something like "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][left]machines as powerful as [sic] human brain", I have to ask what you're talking about. We're just not speaking the same language. You might as well have told me that the weather is quite automobile today.[/left][/font][/color]
  13. coderx75

    Future of Gaming

    Sure, technology is exciting but I'd reel it in a little. We are entering a point of diminishing returns. Not that there aren't some fantastic things still to come but... what more do we really need? About 15 years ago I was looking forward to the day when computers could produce and process music/sound real-time and how I'd be able to do everything I want to on one machine and with little to no extra hardware. That day's come and gone. I've produced about 3 CDs worth of music, I'm writing a video game, I manage all business affairs and communications on my computer and my entire work day is spent right here at this same machine. I like that we are able to do more important tasks from smart phones but I really don't see hardware changing my life that much more than it already has. I don't think it needs to. It's software that I see bringing the next great advancements. "Infinite games" are more of a software/content problem than a hardware problem. Procedural generation and streaming content allow for it now, however, content creation is expensive and procedural content generation tends to be unpredictable and, in most cases, boring. Honestly, I'd rather have a well-design, replayable game than an infinite one. Voxels fail to excite me. It's like comparing bitmap fonts to Truetype fonts. Oh, but you can increase the scale of the bitmap. Well, anyone that has done any print work knows that pixels are weak. Voxels are no different. Personally, I'd rather be working with vectors. Using LOD systems with content generation, there's no limit to detail, unlike voxels that are limited to the resolution you set. Also, the human brain really isn't a good comparison for computer power. It's not even remotely relevant, unless we can successfully produce a quantum computer. So, I know computers are going to be pretty damn powerful by 2020 and that the prices will be similar to today's hardware prices. Where the brain comparison fits in to this, I have no idea. I think there's still a fantastic future in computing and our lives will be changed in unexpected ways. I just don't see those changes having anything to do with infinite voxel-based video games *shudders*. As for hardware, today's technology is mind-blowing as it is and people use it to check Facebook. That driving the market, I'm more worried than excited. =b Hehe
  14. coderx75

    First BETA Test Session Results!

    He lives! I'm excited for you! You've certainly earned it. =) I was just on the Paradox website the other day to find out if a release date had been set (first quarter). Looking forward to it!
  15. coderx75

    Das LEGO side-project.

    Wow! LEGO has come a long way since I was a kid. I have a 1yo son and have been eyeballing some of the new sets. I'm actually feeling inspired to pick up a set after reading this. I had a pretty large collection as a kid and enjoyed creating some pretty complex monstrosities. There was no elegant solution to building a transmission with PRND. I'm curious as to what these new sets are capable of.
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