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VladR

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  1.   It's the complete opposite now. To top it off, Slovakia has one of the fastest growing economies in the EU.   Really ? Because I could swear I saw multiple threads (on Slovak game pages) this week where people were complaining about  STILL not being able to sign up to XBLA / PSN using their Slovak address and how the situation with PS3 / XB360 repeats with PS4/XBONE   And for the love of God, please do not bring up the decade-old argument of a macroeconomic "boost". Those virtual numbers only reflect the wealth of select few individuals there, and do not [in any way] reflect the well-being of 95% of population there. Sure, the MMF (Money MaFia) will praise that, since the banks get the upper hand (as they have been always) over whole country...   Incidentally, those ~7 yrs ago, we were also riding the top of the growth wave, yet - somehow - still on the "Red Menace" list for CC-companies I will never forget how even paying for shareware games was plenty times impossible, since the credit card originated from the country on that list and was automatically declined.     Only OP can confirm if the situation is similar on Bosna, but this just goes to show, that money does not really always talk....
  2. If you have 6 yrs of proven experience, then you must have some idea about how the system works - so  what stops you from signing up with some local recruiters and let them spam all local companies with your resume ?   Give it a week or two and you could start getting some interviews. Plus, the recruiters know the salary range for any given position pretty well and you can get it from them way before investing tons of time into multiple rounds of technical interviews.     Out of curiosity (I've been there few times), what exactly sparked your interest about living in Amsterdam ? Have you actually been there and spent at least few days ?
  3. Well, that's not entirely true either. I can still very clearly remember, about ~6-7 yrs ago, when I created my first shareware game and started signing up with the online merchants, how Slovakia (my country of origin) was on the  "Red Menace" list - e.g. countries where majority of merchants declined you stating it is too much risk. Meaning, I could not even sign up for an account with the online payment processors. Paypal / Xbox Live / PSN ? Same thing.     I don't know if that has changed in the meantime - and frankly don't care, since I live in US now, but I do know that that list contained all post-communistic countries.   Just because you're part of physical Europe does not really mean you actually are a part of online Europe...   So, unfortunately, it may still matter where the money comes from...   I do believe, though, that it may finally change in next few decades (say - around ~2050)
  4. That is correct - if you are trying to get to US via H1B (though, there are other types of Visa - of course - H1B being most popular), then there's little the company can do about the annual limits. You'd have to wait and file the petition when the slots open up (for a day or two each year) - which is something that game companies do not really have to do, since there's an overflow of applicants into the gamedev grinder anyway.   I should have been a bit more specific. It's much easier to get transferred to US as a SW engineer outside of game industry.   After all, why should the company even bother with the whole Visa process, if there's an overabundance of local candidates willing to work for peanuts (or less) ?   Now, if they identified the exact match for some senior candidate, and they have a process in place to handle the paperwork AND they know they can wait 3-5 months till the interviews at US embassy take place, passports get stamped (and so on, and so forth) - Yes - it can happen.   But, I don't really think it's a very probably scenario, since here in US, there's a gamedev layoff every few weeks anyway - so there's lots of senior candidates ready to start working right away. Plus, the job mobility is an order of magnitude higher here (than in most parts of Europe). If you get through the phone IW on Monday and they tell you to come for onsite IW on Tuesday, you just jump on the plane and go...
  5. You really are comparing two completely different situations.   Majority of Europe's workforce is already within EU AND the 10-year limitations on country of origin have already expired in countries like Germany/France/...   Thus, moving within EU - it's really like moving within US (from a legal standpoint). Yes, there's still a lot paperwork, but that's true in US too (I did a cross-country move with my family a year ago, so I have a pretty good idea on this).   I also have to disagree on what you say about company sponsorship in US. IF your company is REALLY willing to bring you in, then they will do that. But unless they have a dedicated immigration resource in HR, it's probably not going to happen, since there's quite a lot of work involved with all the forms - sending it to certified lawyer, keeping up with latest changes in law, ....   From my experience,  the visa process to get to US was much smoother 4 yrs ago compared to the visa process to get to UK (about 15 yrs ago, when visas were required).
  6. I have to disagree based on my own experience.   I certainly don't know how common my situation was, but while I lived in Slovakia, I used to get a lot of phone / onsite interviews in UK from game companies, despite not actually having been employed by a proper huge game company (unless you count establishing your own indie company as a valid experience).   So, it's certainly possible. Of course, UK is not US, so only a select few companies were willing to participate in costs for the plane ticket and hotel (in which case it helped having a friend in London where I could stay for few days).   In the end, however, the resulting offers were always artificially lowered because I lacked the 'AAA' license game name (the good old argument of 'Your engine was rendering non-licensed characters ? Then it is not a proper engine! ').   Despite UK being more and more multicultural, you have to be prepared for incredibly ridiculous questions related to your country of origin. I would suspect that might be even worse in your case, as you're from Sarajevo. But, you might be lucky...   I can also confirm that networking during events like ECTS / GDC helped immensely. Once people have your business card, you will be contacted (even 6-12 months after the given GDC / ECTS event) when they are in the hiring phase. So, if you truly want to get into gamedev, this is a proven (albeit expensive) route.   Of course, I assume you already are listed with several UK gamedev agencies.     If you, however,  need the Visa / work permit, then simply forget about it, unless you are already a proven top talent, in which case you would still be fighting against local top talent (which always wins, by definition).   Is Bosna&Hercegovina already a part of EU or not ? Sorry for not keeping up with latest EU inclusions - I cut myself off the news on Europe.   Also, note that about a year or two ago (could be more), the limitation present in original EU-founding countries on labour market (the one, where even if you are from a country within EU, you still need a work permit) has expired. Of course, if your country is not in EU, then it's of no help...
  7. I would start looking into Hydrodynamics of the air flow. Start with one large global wind direction and blend in few smaller local vortexes. Tweaked right it should look good. You might want to account for the collision detection of snowflakes when they are close to the camera. It kills realism if they just pass through each other...
  8. 1. It is unfortunately true that if you do not use the skills, they do disappear. I would recommend keeping the language skills up to date by going through the book and making sure you can code some short technique utilizing given feature. Those should not take more than 15-25 mins each. 2. Same goes about data structures - linked lists, trees, tries, hash tables. These will take much more time. 3. Algorithms - sorting and stuff. That's just the basic skills. Now about the portfolio. Take some time and browse the local postings where you live for the areas these companies work in, be it web, finance or back end work. Try to find some common denominators, and create short demo demonstrating skills in that area. For example, for java jobs, you could create some web services, front-end that would give you one demonstration of some business features. I would not count on getting a first job in gamedev. While not impossible, it is a low probability, for sure. Especially without cutting-edge demo/portfolio.
  9. Yeah, I am aware of 3d "particles". I just think it sucks when they suddenly disappear (alpha fading). having said that, you do bring a very important point - an easy fallback solution that still looks good. Which is kinda important, since it's still better than nothing.   Also, after reading over through the 4 pdfs I mentioned earlier, I did come up with few simplifications that would still look good (after all, it's not going to be slow-motion), but will be much easier to implement.   Yes,  I understand that. I've read lots of threads over the years where people spent weeks playing physics libraries (be it ODE, PhysX, ....) and accomplish nothing.   If one spent few weeks actually coding the functionality, he might have at least some basic stuff working and integrated in his own engine. For example, I am pretty sure I can implement at least these things with the stone cuboids in 2 weeks: 1. Simple fall (just gravity) from any given height 2. Simple tip over (when on top row of the wall) -> fall on ground -> Rotate on the larger side of cuboid upon collision with ground 3. Random speed of rotation during fall (but only along one axis) 4. Scripted event for a wall of stones (6 rows of 10 stones) (without any interaction between them, of course)   Now of course, the above won't look as realistic as a proper physics, but will serve as a pretty nice fall-back solution once the deadline really hits.     Yeah, when the deadline finally hits, one does usually reconsider his options. But I do want to aim for the highest quality upfront, so that when I need to make concessions, the next easier solution won't look totally cheap.
  10. I think I found a fantastic studying material:   http://chrishecker.com/Rigid_body_dynamics   If you guys know of some other similar tutorial series, don't hesitate and share the link.   Thanks !
  11. Oh, that would not work. The camera is FPS-style and you'd be about 5-10 meters from the wall, so that would look totally out of place these days. Besides, you need to be able to see through the hole / pile of stones, so that's why it has to look as realistic as possible.     What do you mean by that ? It's just rigid-body physics of static objects (albeit in slight movement). It's not even ragdoll (of characters) or soft-body physics/deformation. BTW, how much more work would be needed to take that and upgrade it to support ragdoll (on characters) ? 50% ? 200 % ? I always wanted to have ragdoll, but feared the implementation costs. I hope, that once I got the rigid-body physics implemented, the ragdoll should be doable...   I do have the time. Tenacity is something I unfortunately cannot avoid, so I'll just go with the flow... I'm returning to my engine/game work (after a short break) and suspect to work on it for next 4-5 months during evenings.I've been postponing the physics in my engine for many years and the time has come to revisit that particular shortcoming. I am pretty sure I will not just use someone else's physics library. If I was willing to do that, why not just jump straight to Unity ? But I'm a SW engineer, not a gui-clicker.     Not sure if you're familiar with the grid dungeons, but I'm working on something similar to Legend of Grimrock. Tight dungeons, walls very close to you, high-res textures and plenty shader effects. Physics is probably the No 1 thing missing there right now.
  12. Interesting video. While I need about an order (or two) of magnitude less cuboids to handle,. I suspect it doesn't really change  the implementation complexity, since the physics processing will be done on an array of cuboids - so it's not like simulating 20 cubes is going to be very different than 200, correct ? Apart from performance costs, of course.   Thanks for the terms. I studied the physics in a different language, and my translations didn't really provide me with meaningful search results, but the "inertia tensor" you mention, did finally.
  13. Well, that might not be a big problem, since I would fire up the physics engine only upon a script trigger. At which point a huge force would be applied that very moment (to break it), so some small inaccuracies should not matter at that point. I am pretty sure all that will require some tweaking (as everything with game programming).
  14. Sorry for confusion, the meshes will be visually non-cuboid and slightly irregular, but I will definitely consider them just cubes for physics calculations. So, it's basically down to cube vs cube collisions.
  15. OK, that's entirely possible that I underestimated something I never worked on   Let's say, I'll leave the interaction of multiple rigid bodies (e.g. breaking the wall into pieces that pile up nicely) for last and just go for the low-hanging fruits (the single / two  rigid body physics - e.g. simple fall, friction and tipping over&falling).   Does that too seem like an overkill for 2 weeks of work ?     Also, I'd appreciate some links to proven papers/tutorials on this subject.