Embassy of Time

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About Embassy of Time

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  1. Really micromanaged audio programming (C++)

    No, I just think I never got the right angle on the API. All I found were examples on loading up a file and playing it as-is. Even something like storing it for later replay seemed byzantine to figure out, so at some point, I just assumed it was too rigid. Do you have some tutorials or the like that show me the better side of the API, because I would love some?
  2. It's not in the bag yet
  3. You're definitely welcome, too! I still talk a lot about it, I think it's a way to deal with the utter panic growing inside me. Thought you should benefit from it
  4. Just thought I'd throw in a very positive post to (hopefully) brighten the day of the good folks running the site. It seems someone recognized me on another site as the guy who does science rants on my blog in here, and that encounter resulted in an opportunity for me to present my work to a group of personal investors ("business angels")! There are no guarantees and I could end up just getting a few smiles and nothing more, but at least someone is listening, and a big part of why is this website. So thank you for running a great community that opens a few doors for crazy people like me! If I strike it rich, you will not be forgotten
  5. So I seem to have landed a chance to make a brief presentation of my work to some private investor people. I have presented things to technical and creative people before, but never to a bunch of "suits". They already seem a bit interested (or I would never have gotten the chance to present it), but I would love to hear from anyone with experience or just some ideas on how best to do it. What do I focus on? What should I avoid? Flash or statistics? Technology or return on investment? Any advice is gratefully accepted!!
  6. Really micromanaged audio programming (C++)

    (sorry about the late reply, things have happened, some of them very interesting) I have been dabbling with the Waveform and similar APIs before, but I keep feeling like they are to rigid. This might just be me, since audio is not a field I ever did much programming in. If there are good tutorials on things like those I have described, I am very interested in knowing!! As for DirectSound / XAudio, it's a part of DirectX as I understand it, and that always bugs me. Is it possible to use it completely detached from DirectX, preferably without even importing any of the graphical libraries (I use OpenGL, for the platform portability)?
  7. Thank you, GameDev.net!!!

    Little over a month ago, some guy noticed me by my nickname on another website (I use Embassy of Time several places), and asked if I was the one who also posted on GameDev. I said yes. Apparently, he was amongst those reading my scientific ramblings (like this or this) on the site. And he also happened to be a small-time member of a network of personal investors, so-called "business angels". Now, I've run a company before (web TV and 3D animation, not game development), so I know that a lot of people make big claims, and even if those claims are true, you don't win the lottery from just being noticed. But it was an interesting talk. Then, about a week ago, he contacted me again. A couple of his colleagues (I have no idea what investors call each other) wanted to see a project suggestion on some of the things we talked about. Part of why they wanted to see this was that they had a look at my blog in here and wanted to know more. So now, I am working on a presentation of some of the things I have worked with on a serious science-based game. I am pretty nervous, and very open to ideas from people in here on how to dazzle these folks! It's not a big blog entry this time, I know, but I felt like letting people here know, and giving a big thanks to GameDev.net for being a community where some lunatic with a science fetish (me) has a chance to get noticed! If this works out well, I definitely won't forget you
  8. Beginner in need of guidance

    Thank you very much I tried a handful of other IDEs, but none of them provided anything useful. Granted, this was a while back, things may have changed since. Is there a tutorial that you could link to that shows another IDE doing it for OpenGL? I'm not fresh on going through all of them again to test them out, but if there is one that shows that it can do it, I'm all eyes!
  9. Time for a new way of developing games?

    Yes, I watched that a while back, too! It was one of the sources that made me dig into the topic. I think he has some fine basic ideas, but he is still too "deep" into coding, making it seem like mostly just a new coding language and/or a lib of game relevant functions. But the idea itself is interesting! This would be the superior model. However, my experience with projects of the type tells me that it simply would not work. People need something more central to attach their work to, or it ends up with hundreds of branches and conflicting versions. My thoughts on the organizational issue would be more along the line of Blender 3D, i.e. a central piece of software that has an open community around it. It might lean on semantics, but in the eyes of the average user/participant/contributor, I think those semantics would be a big make or break deal...
  10. Just kitten!

    Quick status update for anyone who may be actually following my rants: I still do the kitten orphanage thing and recently took in a homeless and very pregnant one, who gave birth 2 days ago (four tiny kittens, all still alive). Expect.... lowered volume from me these coming days
  11. Time for a new way of developing games?

    I knew of GODOT, but I have heard mixed receptions. I did check it out, of course, and probably should again, t least for some ideas on code. I never heard of C4, but just googled it, and both it and a few others came up that look interesting. I never knew you could see the source of Unreal! What may still be lacking is a more rookie-friendly way into the code. As stated, I am an early "disciple" of NeHe code, and would really love something similar for bigger stuff. Whether it makes more sense to do it on something existing or something I make and therefore know is still hard for me to decide on. Suggestions are, as always, very welcome!
  12. Time for a new way of developing games?

    Your two 'againsts' actually cancel each other out, at least a little bit. More developers would mean both more good and bad ones, meaning it would be harder for the bad ones to get noticed, because more good ones would take the field. That is a VERY oversimplified way of stating it, but I do feel that a lot of the "Steamcrap" and pointless mods for any game get noticed because there is a lack of really compelling new stuff out there. Even all the AAA titles are more or less starting to mix together. A tool to create in new ways would, in my mind, allow people with better ideas but fewer resources to upend some of that drudgery. The cost, yes, is that there will be even more Steamcrap and the like, but that feels inevitable. An elitist developer scene never benefitted anyone (other than elitist developers, but that seems to be a dying breed), and the more chaos that can be created, the more creative chaos there should be room for, no? I am not sure of anything here, just spitballing... Yes and no. The problem with a game engine is that it is typically a finished piece of work and a closed black box. Sure, I can learn how to use Unity, but I cannot learn how to create something on my own from it, because I cannot gain full access to how it works. What if I realize that it has crappy collision detection and want to fix it? What if the way it does multiplayer doesn't fit with my plans? Most of the time, the answer will be either "tough cookie" or "rewrite everything in a way that means you might as well have done it yourself in the first place". By providing full code and documentation, anyone can actually dig as deep into it as desired, and change things while learning about them. Engines (in my experience) do not do nearly that. Which might be partly why their games easily end up looking the same, as you noted.
  13. Introduction and First Game Idea

    Look, if you can handle not hitting exactly what you want, having big ideas is NOT a bad thing. The parts of your game idea I understand (your description is a bit jumbled, probably because of excitement) seem cool. As for how to get from "I know nothing" to a clumsy-but-playable game (always the first objective), there are plenty of tools out there. I am considering doing some tutorials on getting into 3D game programming really quick (like, crash course, emphasis on CRASH), if that's something for you, let me know on the rambling blogpost I made on the matter. Shot for the Moon. With luck, you'll miss and land among the stars.
  14. Anyone here a self-taught graphics programmer?

    Yup, self-taught. I am a veteran of the Neon Helium tutorials, which are (now?) a part of this site, it seems! Where can you find a mentor online? Not sure people are willing to teach someone their knowledge to some stranger I've been considering using my ill-gotten experiences to do something like this. I put up an initial blogpost on the matter a moment ago, let me know (there, not here, to avoid threadjacking) if it has any interest. Seriously, even though they are old and a bit obsolete now, go to the Neon Helium tutorials, they're really good. As mentioned, I am considering doing something similar, if I have the skills for it....
  15. Beginner in need of guidance

    Just an update, I did a blogpost inspired by this. Anyone wanting to start programming games might be interested.