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About GibbonThatCodes

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  1. GibbonThatCodes

    Where Do I Start?

    Would disagree on the basis I know several people that went to uni doing design courses and landed junior jobs as designers .. some are even fairly bad at art etc considering being a designer. I wouldnt say its easy though it certainly is possible.. and it wouldnt be a waste if thats the area you really love. In terms of your question though, Tom does a good job of covering it, working out which specific area interests you and working on that as opposed to a general "learn a bit of everything" approach is usually better, mostly because if you did land a job as an artist.. while it may be nice to know a bit of coding.. its not something essential to your job and you could have used the time to improve your art skills .. same goes the other way of course
  2. Well, I personally like the CryEngine .. though from what I know it didnt always used to be free, the CryEngine 5 is a fair bit newer in terms of release date compared to the Unreal 4 .. and the CryEngine had a fair few issues a long the way. Technology wise when it wasnt free it fell behind the Unreal engine a fair bit so a lot of companies just moved towards unreal (plus I think Unreal has mostly always been more popular anyways). And essentially, as a game engine.. when your competitor already has their foot in the door, it seems though it would be easier for companies that use it to stick with it on a basis of.. if it works for their projects and it is something they are already used to it becomes more cost effective due to time savings then switching to an entirely new engine. There are however likely a plethora of other reasons too
  3. GibbonThatCodes

    OpenGL The simplest OpenGL example

    Wait, but if youre wanting to open a window using OpenGL .. the first link from @Abecederia seems to just that... so would be exactly what you need? what kind of code were you thinking you would need to open a window?
  4. GibbonThatCodes

    C++ Filling console with ASCII

    Well, this really depends on which function youre using.. if you use "FillConsoleOutputCharacter" or "FillConsoleOutputCharacterW" it would allow the degree character .. using "FillConsoleOutputCharacterA" should use the same set of character that cout is using .. so that should cause it to fill it with the square
  5. GibbonThatCodes

    Starting from (nearly) absolute zero

    In terms of age, it really doesnt matter. I mean I was I think 18 when I made a very basic like isometric 2d adventure / rpg mini game.. was a project for college but I mean at the time I had never done anything like that, and I didnt have an education at all... we just had freedom to choose what we did, so I decided to make a mini game. My old lecturer started making thing around age 13 or 14.. so I mean people at a range of ages start making things so you can learn and easily do things without having been formally educated in it.
  6. GibbonThatCodes

    Blank Programmer.

    Well, ive never really had the "I only know how to use this one thing" as I mostly learnt to program without using any engines etc and building from the ground up.. But in terms of feeling like youre stuck with Unity.. why not just try some other engines, they're free for the most part.. Unreal is a free download.. Cryengine is a free download .. and its then just a case of learning how to do what you want in the new engine. With the above statement said, even if you program right now using things like Transform etc provided by unity, if you know what the function is doing in terms of "you use it to do x" .. you can always google specific things like that and learn how to do them without the "crutch" And with people hating Unity ... a fair few probably do.. a lot of people have gripes / hate Cryengine too .. but both of them are pretty solidly capable engines .. and the real point is .. use the tools that fit you the best.. not what someone else said they like / dislike
  7. GibbonThatCodes

    DX11 DirectX 11 , Where to start?

    The examples in frank's book (along with many others) are indeed out of date so wont compile / work fully, there is a potential workaround as listed on Frank's site at (http://www.d3dcoder.net/Data/Book4/d3d11Win10.htm) This can allow you to work through the code you need with some minor changes. Though as said it is a workaround so isnt using DX11 in the most "up to date" of ways. You can however look at how things are done previously and compare that to how they are done now, many functions etc still have similar names / ways of doing things with just a little bit of moving around and playing with old code to update it.. can also just be fun in itself ;o
  8. GibbonThatCodes

    Is MSAA affected by drawing order?

    MSAA doesn’t actually improve on supersampling in terms of rasterization complexity or memory usage. At first glance we might conclude that the only advantage of MSAA is that pixel shader costs are reduced. However this isn’t actually true, since it’s also possible to improve bandwidth usage. Recall that the pixel shader is only executed once per pixel with MSAA. As a result, the same value is often written to all N subsamples of an MSAA render target. GPU hardware is able to exploit this by sending the pixel shader value coupled with another value indicating which subsamples should be written, which acts as a form of lossless compression. With such a compression scheme the bandwidth required to fill an MSAA render target can be significantly less than it would be for the supersampling case.
  9. GibbonThatCodes

    Is MSAA affected by drawing order?

    You could just jump onto the Wiki page for multisampling https://en.wikipedia.org/wiki/Multisample_anti-aliasing it has a full descriptive comparison between MSAA and SSAA and why MSAA is fairly less resource / computation heavy, it even goes into a brief comparison with FXAA etc as well
  10. GibbonThatCodes


    Well that seems just about as arrogant and incorrect of a statement as you can get. I work with a guy who has been doing the same job as me since I was about 4 years old, I still teach him new ways to do things because things are always evolving, and new ways / better ways to do things are being created.
  11. GibbonThatCodes

    How do you balance gaming and game dev?

    Hmm, see for me outside of work at the moment I only have a few hours a day (or less) that I can actually dedicate to game dev work, though on the weekends that goes up a lot of course. But the reason for my lack of time is working full time as a software engineer, and finishing a part time Comp Sci & Maths Degree, so essentially.. so the extra time spent game dev wise while small for me right now.. I think is more than enough due to well.. the fact basically my entire day is living in code lol
  12. GibbonThatCodes

    Hobby: How do you finish your projects?

    Hmm, one thing I tend to do is work out roughly how long I think it will take, and I tend to only go for projects I feel I can actually achieve, that and I keep everything im working on written on a whiteboard so I always have it in front of my face reminding me to work on it. But how long are we talking about that it takes before youre losing interest? if its like a week or two then it seems like the issue just may be the project isnt something you want to work on.. if its a few months then yeah, you may just need a break before getting back into it.
  13. GibbonThatCodes

    [Marcus] Bored, trying and failing with my wacom xD

    That's actually not too bad .. I mean comparing it to my own art .. I really cant draw at all ;p
  14. Can you draw characters, can you draw swords, can you draw.. cucumbers? Then there is a good chance I could use your help! So basically guys, my weird little mind decided to have some fun so has a hobby project mapped out called "That's Not A Weapon" - the overall theme being a multiplayer brawl style game with a rather.. fun weapon set, in terms of overall arty style thats going to really come down to the artist because its something totally undecided as of yet. In terms of requirements, what needs to be created is obviously a range of about 8 unique characters (Again, giving some creative freedom here though will chat through ideas and such), a range of weapons.. and then some backgrounds and tilesets for the creation of the levels. Overall goal of the project so far is really just looking at a fun yet kinda odd portfolio piece, though who knows.. may take it further if it turns out well. Feel free to get in touch if you're interested - Discord is Gibbon#9230 and email is Anthony@Gibbon.codes
  15. GibbonThatCodes

    How do you balance gaming and game dev?

    Yup, Would have to agree with Kylo fully on this one - There really arent enough hours, since getting a full time development job my gaming hours of course dropped right down.. and since changing job to one with slightly longer hours I tend to be at a stage now where I rarely game during the week and if I do its only for a couple of hours. Don't tend to game all that much on the weekend either as I spend the time working on other things now really, so unless a group of my friends are getting together for a proper gaming session on a weekend.. there tends to be a very small amount of actual gaming that happens in my life now compared to the what.. near endless hours in gaming before work. And I do think being a gamer can help, though you dont HAVE to be gamer to create good games, all you really have to do is be able to come up with a good idea and implement it ... or if you work at a larger studio .. just have the knowledge to build the idea someone else comes up with.. at which point really.. you dont need to know about gaming at all.. just how to build the things someone tells you ;p
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