• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

_the_phantom_

Members
  • Content count

    13020
  • Joined

  • Last visited

Community Reputation

11250 Excellent

About _the_phantom_

  • Rank
    Contributor

Personal Information

  1. Citation fucking needed. Certain areas have armed patrols (mostly airports, places like the House of Commons and occasionally you'll see a couple of armed officers at a train station), but the idea that there are response teams patrolling day and night is, frankly, bullshit. And for that reason the fact they got from their base of operations, into central London and ended the situation 8 minutes after it was reported is fucking amazing. You apparently know shit about my country, so how about you keep bitching about your own and STFU? Edit: And frankly, reading this thread (which I regret) makes me glad I have very little to do with this site now... the atmosphere is frankly sickening to behold and is just another group of people whos 'solutions' are going to make the problem worse...
  2. I'd have to double check the code (although I was looking at it just the other day so I'm 99% sure the following is correct), but that isn't quite how things are done; while it's true created game objects all have a 'transform' that is in fact a component which is added to the gameobject at construction time.
  3. OpenGL

    I can tell you for a fact the CAD companies didn't kill it - I was having a conversation with someone on the ARB at the time who confirmed that. My working theory is that it was Apple and possibly Blizzard who did for it - AMD and NV were very much on board so I doubt they killed it... Intel is a maybe but feels unlikely.
  4. Ugh... I wish that lie would just die... Epic have done no such thing. Segments of the code base have been updated, and continue to be updated as time goes on, but there is plenty of code which goes back to the start of the engine kicking about - certainly UE4 wasn't a "complete rewrite" as I see so often claimed. Both engine developers work in roughly the same way; you take what you've got and you add to it. Sometimes a subsystem will get rewritten or ripped out and replace, but the majority of the time its just updates on top of updates. Epic and Unity are no different in that regard. (And getting permission from management to rip out and replace a system isn't easy; a place I worked previously allowed us to gut our renderer and start again but only after weeks of convincing people that what we had wasn't going to work going forward.)
  5. I'm intrigued by what you mean by the first one of these? The second... well, if you are talking C# scripts, then you can debug stuff from Visual Studio (with the Unity Tools plugin) or one of the OSX Mono environments easy enough.. in fact, using the Unity Tools plugin I think you can debug C# code with VSCode..?
  6. Plenty of large studios use Unity however you probably don't realise it it - the problem stems from the licensing terms; if you use a free version you have to throw up a splash screen, if you pay you don't. So, Joe Hobby who produces the poor/basic looking game has Unity splashed all over it. Meanwhile AAA Developer who has shelled out money doesn't mention it. Net result; people only see the bad looking games and think that is all Unity can do. I'd say at this point both UE and Unity could produce the same output, gfx quality wise, the difference is that out-of-the-box UE's post system makes it easier to produce basic shiny; however with an artist onboard both are just as capable.
  7. Resources, or lack thereof, is one reason. As the human race consumes more and grows we'll run out of resources and the planet will find it harder and harder to support us. Physical space is another problem; you want more population? You are going to need more land. The big one, however, is summed up in a cartoon I read once; "Asteroids are natures' way asking how's that space program coming along?" We are basically one big rock away from humans no longer being a thing in the universe; if you want the species to carry on then we need to stop clinging to this rock and hoping another rock doesn't smash in to us. Even if we continue to avoid rocks then the big one is the sun expanding and consuming the inner planets; that alone limits human life span to less than 5 billion years. (Of course, thanks to entropy all human actions are ultimately pointless, the question is just at what point to do, or our descendent species, stop being A Thing.)
  8. Honestly, splitting things in to a couple of draw calls using the CPU is probably the best way to go about this; you pretty much need two types of drawing (points vs quads/triangles) and trying to make the choice on the GPU might not be optimal. About the only other way to do it would be to run a compute shader over the 'star data' and have that build up point and triangle buffers and then use an indirect draw call to consume that buffer to render. You'd still end up issuing at least 3 dispatch/draw calls (1 for compute, 2 for draw) but you wouldn't have to sort any data as they would be issued back to back.
  9. And then promptly forget that as the geometry shader stage is terrible and should basically never be used.
  10. The problem with comparing to 'the rest of the web' is that... well.. this site isn't "the rest of the web" and even if it was the rest of the web is a clusterfuck of piss poor narrow designs because apparently that's the latest circle jerk going on. On a forum, where people post code, it is just dumb, as you get beyond a few characters and then you have to start scrolling right to look at what people have written. And by taking out some of the top and bottom whitespace in order to solve the 'too long' factor posts are now starting to feel cramped and bunched up. The 'posted' date runs in to the main text and the end of a post crashes in to the footer. Also, the user avatar to the left of the 'reply to' box is just dumb. I know who I am, I don't need a picture to remind me (not that I have one either...). The main forum listing is also a disaster; no per-line delimiters meaning content just runs together like a de-saturated mess. Oh, and on Edge the layout feels slightly broken and, for Reasons, you are missing a dot to click when going to the most recent posts (the link is still there, just no graphic). (and if I could point these things out to other websites who fixate on 'fixed width' BS and other things then I'd be shouting at them too because it's insane; the web is not fscking print - stop trying to treat it as such ffs...) Edit: OK, site layout has changed since I wrote the above... some layout issues persist but in general the sizing is sane now, thanks.
  11. So, if GD.Net was a game I would be hitting the 'refund' button right about now. I run a 34" ultrawide monitor - my Edge window doesn't take up the whole screen and is sized to be comfortable when viewing websites. Most websites flows to a decent size, ones with forums pretty much without fail take up the majority of the window space... GD.Net... well... 50% of the window space is content, of that 1/4 is 'ads and other shite' on the right leaving 3/4 for content (some of which is lost with gutters and other terrible stuff). To recap; Monitor - 3400*1440 Edge - 2345*1262 GD.Net 'content' - 1169*1182 GD.Net sans right bar - 827*1182 GD.Net post content - 730*1182 730 pixels of 2345 is 'useful'. That is 31% of my (non-full screen) browser window. Or 21% of my whole monitor's horizontal resolution. Information is now cramp and compacted in the centre of the screen rendering it annoying to read and parse. If a game pulled this kind of 'lulz fuck your screen res' bullshit it would be refunded instantly (Fallout 4 and No Man's Sky suffered that fate within 3 minutes) so at this point I can only conclude that you no longer want people to be able to use the site using anything bigger than a 1024*768 monitor from the early-2000s....
  12. Having read up on both in the form of a couple of books I personally feel, from an API point of view, it's pretty much a toss up as to which one you want to go for. I wouldn't worry about Win7/Win8 support of Vulkan personally; it's unlikely to be a deciding factor by the time someone starting now has something out. Linux might be a consideration but most people who have a Linux version of their game report sales numbers of about "fuck all" which largely seems to match the market as reported by Steam. Apple won't be touching Vulkan, they are knee deep in Metal (which, by what people have said, is a sane API on it's own - somewhere between D3D11 and D3D12 in terms of 'level'). Once you factor that out it comes down to what you want to support and what features you like/need - both are broadly speaking the same with a few differences. For example I like that Vulkan lets you enumerate all the queues on a device (so for my 290X it reports 1 gfx, 5 compute and 2 DMA) where as D3D12 virtualises it all. However when it comes to D3D12 I do like the indirect draw call type where you can also change buffers/constants along with the draw counts which means you could keep more things on the GPU for self-feeding. NV has a more comprehensive version as an extension but Vulkan lacks that by default. Vulkan seems a bit more verbose than D3D12, but eh, minor point imo once you get beyond anything simple. So, I'd pick one and run with it - both teach you to deal with the GPU in largely the same manner so you won't be missing out.
  13. ... says the person who said Cheeto Hitler wouldn't do the very things he is doing now that he is in power. In short; you have zero credibility in the world of 'things cheeto hitler will do' predictions.
  14. It's less about the leader and more about what he is doing (or being told to do..) and the protests... well that's many fold frankly. Firstly, where the US goes the UK tends to follow - given that Brexit means we need to secure trade deals we are even more likely to suck up to the USA; this is already in evidence given how long it took May to say something about the ban (any other country, or other time, it wouldn't require pulling teeth) and how quickly she offered a state visit. (Obama was in his second term, Bush and Clinton didn't get one; Cheeto Hitler - 7 fucking days!). So the protests here are as much against Cheeto Hitler as they are directed at our own government in a "Don't try this shit here" way. Secondly, it is about support. It is supporting those in the states who are protesting so they don't lay down and take it either. To know that 'hey, many of us agree his actions are bullshit and we stand with you'. Given the people in power, a mixture of White Supremacists and Religious wackjobs, I suspect those protesting like the support and knowing that others stand with them to protest this dark direction the USA is heading in. (I wondered to myself earlier, if the world was as connected as it is now back when Hitler was rising to power if the protests might have stopped him, when people in the country knew others stood with them and that it wasn't them alone so they had to go along with it.) However it isn't just about giving American's support as their Government starts to go to shit; most people realise that the ban which triggered all this isn't a sane move (heck, the US intelligence agencies didn't ask for it!), it is the perfect propaganda tool for people like ISIS to point at and say "See! The West hates you!" and with everything directed at Muslims these days for many it could be the straw which breaks the camel's back. The protests show that not everyone thinks that and that message also gets out to places like Iraq. Indeed, I saw something earlier where someone serving in Iraq was talking to someone they were working with and they said (paraphrased slightly as I don't have a direct quote to hand) "We thought that having worked along side you, thought along side you, and tried to make the world safer along side you that America would be more welcoming to us..." - a pause, and the American in question thought they knew what was coming next - "... and we see that it is from the protests.". The message gets out there, sitting idly by and making no noise just enforces the notion that the West doesn't care and thinks they are all terrorists. Which leads in to my next point; geo-political stability. For the longest time the world was getting better in many ways; China, while not perfect, were in the fold (tense in recent times, but still talking). Russia was doing it's own batshit thing but at least the USA could counter them. Iraq was proving a focal point for anti-ISIS actions with the likes of the USA and UK doing something to improve the clusterfuck they created working along side the locals. Even Iran was coming back in to the fold and becoming less of a crazy state. Things weren't perfect of course, battle grounds persist and dickmoves continue to happen but there was a degree of healing, however slowly. We are now 12 days in to Puppet Hitler's term - he has pissed off the Chinese, he has pissed off Iraq, he has pissed off Iran. He is no longer a good balance against Russia. And everything is sliding backwards. So you protest, you protest in your own backyard to stop yours becoming as bad as your neighbours and stop the whole place going to shit - because ultimately the shit the USA is flinging will impact us all; there is an old adage - if the USA sneezes we all catch a cold. It is as true then as it was when I first heard it in the 80s. But ultimately the reason to protest is because we are all human. Countries and boarders, it's all PR and propaganda - you protest and make a noise because fellow humans are suffering. The moment you lose sight of that, the moment you think 'the suffering of another person isn't my problem because they aren't born here', that's the moment you fail any future humanity might have in this universe because, if there is one thing I'm sure about, we don't stand a chance as a species if we don't pull the fuck together... ... and right now, with how the world is going, I don't see that happening before we have another global war; maybe after that those who are left will learn to work together. Ya know, assuming anyone is left...
  15. Ah, America... where upon making a speech about Black History Month, The Puppet of Bannon, manages to make it all about him... Repeat after me; Your President is a joke and a puppet.