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Malacat

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About Malacat

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    |designer|programmer|
  1.   If you got a decent grade in linear algebra, you'll do fine with 3D graphics programming.    The math and physics background you have already should serve you for a lifetime in game development.  You just need to get those coding skills up to par.     I hope so  :D I'm actually in the process now to go through my hundreds of files to try and improve the quality. I always shied away from smart pointers because I thought they'd be complicated. Turns out I was very wrong...
  2.   I have the languages I used in my CV, along with a short naming of projects I used them for. But probably I will not put them in my portfolio.   And as far as mathematics are concerned. I hope that every prospective employer will assume I know far more than just the basic math usage in computer sience, considering I will have an above average degree in theoretical physics. At the same time I myself am not worried about any mathematical issues when coding and so far I also never ran into problems with that. But in any case, I assume you're right in that it will be helpful to show that I can work with 3D.
  3.   Indeed it is. I knew before that I need to use less naked pointers, but I don't know what other practices I have that are bad. So maybe I will take some time to improve my code quality and learn as much as I can in the process.   Thanks again!
  4.   It's not so much about not wanting to show my code and more about not having understood the point of it. I see your point, but I still can't really understand how someone will want all that code. My best project I would say is my Engine, but that's almost 100 files, my game is about 40 files. Would you wanna see that much?   Also, when looking at your list I have to admit that you would probably not judge me as a perfect programmer. I am very consistent in my formatting, naming conventions etc. But having no formal education and being mostly self-taught I assume I am not always using the best algorithms or idioms. For example, I have a singleton in my engine and on top of that I don't even see why that's a problem.
  5. Thanks a lot for your comprehensive reply!     Say for example I modded a game that has a very rich API, take Don't Starve, and wrote hundreds of lines of code, in the case of Don't Starve in Lua. Is that still not relevant for a programmer? I would have thought it is.     This is making me feel much better at least. But I am still very irritated by the concept of "showing source code". I always feel like a couple of lines of code say almost nothing. For example talking about my smoke engine: I could either show the usage my game where it ends up with a couple of lines (init, update, draw, changeParams, etc.) which looks absolutely unimpressive to me. Or I could show the class that I wrote, which is a couple hundred lines, plus the shaders which are another hundred lines. I wouldn't expect anyone looking at this in a portfolio or during an interview to have much of an opinion about that much code.     Thank you for giving me hope with that   :) I understand that striving for an engine developer is probably a lot. I just saw already four postings in the city I live, specifically for engine development, so I thought I might as well give those a try. And as soon as I finish my portfolio for attempting my first applications I will start to work on some 3D stuff. Not making my own engine though   :D   Speaking of Portfolio, how welcome are those postings here? Is it fine if I post my Portfolio so some one can tell me all the bad things about it?     Thanks again a lot for your help!
  6. Hej everyone,   So I am feeling quite lost right now. I will finish a master in theoretical physics within a few months and I'd like to enter the games industry.   The problem is though, that I have next to no experience. I started programming quite a while ago, but just last year I created my first work in the direction of games. I have experience modding games from before but I'm uncertain how much that is relevant, speaking here about Lua, Pyhton, TES and all that jazz.   Last year I started to create a 2D Engine in C++ with SDL and OpenGL. It's at the point where I can comfortably make games with it and not touch its source code anymore. The features which I thought are notable are a: an Archiver that uses zlib to compress all files in the game directory, into multple archives if one wishes to a 2D Light Engine, which uses textures for shadow casters, so it supports any complexity that fits with the chosen resolution a 2D Smoke Engine, which is GPU accelerated and thus is quite fast. That one has a lot of room for improvement, mainly feature wise but not necessarily system wise I used that engine to create one game, a top-down shooter, using both the smoke and light engines, and I am quite satisfied with it. But in the end it's just one game and it is not hugely impressive (I think). I am also working on a second game, a Puzzle game integrating Box2D, featuring a fully destructible environment and a dynamic fluid. I find that actually more impressive than my other game, mainly because I know what work sits behind it, but it is anyways not done. Especially the artwork is not existent, it's in (what I think is called) the programmer-art stage. So probably nothing that I can show off.   I did some projects during my master, mainly accurate simulations like an argon liquid at low temperatures, Quantum Monte Carlo simulations, solving Schrödinger equations, etc. How relevant is that? I did all those in C++, so they show that I worked with it and I can create results.This monday I started to write a portfolio on a Google Site, and carrying together these things makes me a bit paranoid that I will never find a job. So how big are these problems? I have no experience with Mobile I have no experience with 3D I have created just one game I started working with games just about a year ago I have no professional experience in the field Preferably I would love to find a job creating engines (2D, 3D doesn't matter) or creating features in engines such as physics simulations. But I would also like getting a job as a standard gameplay programmer, mobile or not, or a tools programmer.     What do you think?   Thanks for you read! I appreciate any feedback you can give me.
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