Michael Davidog

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About Michael Davidog

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  1. C# + AS3 + C++?

    Is it possible to replace it with something else? But again if I want to learn all things I need just go through the process with them like intern? What do you think about this road map? https://github.com/miloyip/game-programmer Maybe this is a dream but that's would be great if industry leaders will start to intensively comment their code by explaining some things with referencing to books/articles for more details and implementation. This code will be embodied in history as common and most influential. There will be a lot place for revision and improvement by community. Open standarts are the most effecient time-saving things:)
  2. C# + AS3 + C++?

    I feel I'm generalist. Probably to make life easier, I want just to be able to make cool editor and combine all engine modules to make them interact each other in the complete and united engine, but with some kind of modularity in mind. I guess this is more general programming experience than something special like physics (and probably I will learn a lot about computer science and software development). Also according to "Game engine architecture" book boost library documentation is a place (maybe bad for beginner) to learn a lot about computer science. What do you think about it? Actually I have degree, but in mechanics not computer science. And right now I'm learning c++ and reading "Game engine architecture" book That's very smart idea! Yes, this is what I'm thinking about -- to make hardware- and API-agnostic layer on top of steam audio (or steam audio on top of API-agnostic layer?) to make cool audio system, take PAL and make physx/bullet abstraction layer, take Sony Editor and make mixture of woven together engine modules! But what knowledge I need to make framework a bit like SDL and SFML? Probably I need specific knowledge to make it. But it sounds very interesting and doable! I would like to make platform independent layer and core systems. Scene manager- this is all about scene graphs? And I'll need to integrate some kind of COLLADA? Wow! Thanks! But I'm not sure I'll understand the code. Yes! Looks like Frostbite is made up from a lot of EA and 3d party tech: https://twitter.com/frostbiteengine/status/428983833921589248 Audio - SOUNDR!OT (as it's internally called by EA according to "Game engine architecture" book, but DICE stated like it's their own audio engine http://forum.i3d.net/threads/audio-tech-in-the-frostbite-engine-part-2.140075/ ); Animation - ANT + Granny; Video - idk (Movie Player?) + Bink; Physics - Havok + DICE destruction layer on top of it. So it's seems like they used a lot of modules to complete engine very fast (I will make another topic about it later and relationships with Renderware and UE3). So what DICE has made it's rendering systems, game logic and editor. Right?
  3. C# + AS3 + C++?

    I agree. I noticed that game physics engines started to appear after 2 papers by David Baraff: 1. Analytical methods for dynamic simulation of non-penetrating rigid bodies; 2. Fast contact force computation for nonpenetrating rigid bodies; Interactive Collision Detection – By Philip Hubbard and Brian Mirtich, Impulse-based Dynamic Simulation of Rigid Body Systems. That's all are very interesting topics for me. I'm interested in everything - graphics, physics, animation, audio, editor, visual node-graph scripting (a la blueprint), networking, etc. But if I want to dig in it seriously to make physics engine I will literately spend years for that and that will still far from "nice" physics engine. And I don't know what I should to do - just use tech from Epic games, Crytek, etc or try to link some kind of engine from available 3d party components (physX/bullet, vxgi, steam audio, etc)? As Kylotan said I will start from just using other's tech right now. But I'm still interested in gathering more low-level information as foundation for future plans. So first I need to read "Eric Lengyel. Mathematics for 3D Game Programming and Computer Graphics"?
  4. C# + AS3 + C++?

    Ok. So if I will start from first step the official engine documantation will be my first entry into game development? But what the main resource of tech and knowledge that guys at Epic games and DICE using? For example how they all figure out how to make 3d audio system? It's seems like there a very little information in the Internet and even less practical implementation in the C++. That's what makes me wonder every time.. Or maybe this is all about Bachelor/Master/PhD degree in computer science? Or maybe some cool books with code examples? Unfortunatelly, I dont' have such degree - I'm self-taught.
  5. How to program Audio engine?

    Hello friends! I wonder how audio tech was done in game engine? According to book "Game engine archinecture" audio engine architecture is made from so called audio hardware/software “stack” (HW, Drivers, low-level API, 3d audio engine). Hardware and drivers are wrapped in a low-level API (DirectX/Vulkan/etc). 3d audio enggine is built on top of it. And I think about just to get Steam Audio or Google Resonance Sound library and make a cool audio system from it because I don't want to deal with low-level hardware-specific things (probably no one wants). But how this libraries were made? This is some kind of "tribal knowledge"? I've just searching for cool audio programming books but I don't know which to choose. Thanks!!
  6. C# + AS3 + C++?

    Which way is most suitable and usable?
  7. C# + AS3 + C++?

    To evolve as a programmer and engineer. To make better tech and understand how to implement particular algorithms from white paper and so on. But how Carmack, Sweeney and others did it? So their solutions and decisions they were made aren't good enough to be reimplemented by somebody else?
  8. C# + AS3 + C++?

    I agree with you, but I want to be able to make things by myself. I know I can't match with EA and DICE, but I need to evolve.
  9. C# + AS3 + C++?

    yes, it's seems like they still using scaleform http://www.mobygames.com/game/windows/plants-vs-zombies-gw2/credits but why every credits of every title differ each other - some titles have a lot middleware and open source libs, but some just a few or none. There is no defined standard for credits? A lot here http://www.mobygames.com/game/windows/mass-effect-andromeda/credits but none here http://www.mobygames.com/game/windows/star-wars-battlefront_/credits DICE and EA are very strange guys. It's very hard to see what software and libs they using because of that.
  10. C# + AS3 + C++?

    but Scaleform is dead too or it somewhere between the life and death. And I don't see here any Scaleform mention http://www.mobygames.com/game/windows/battlefield-1/credits I don't even see Havok here
  11. C# + AS3 + C++?

    Frostbite editor is written on C#, but a core of an engine (rendering system jobs, game code) on C++. Also I guess their subsystems c++ based too. "Our tools are written primarily in C# and Python; as the editor communicates closely with the engine pipeline you will also delve into C++ pipeline code on a regular basis." http://www.dice.se/jobs/positions/dice-stockholm-code-senior-tools-engineer/ Also as you can see their tool's codebase in quite massive https://twitter.com/repi/status/905815895246860288
  12. C# + AS3 + C++?

    Hello friends! Do you find it strange that DICE is looking for Actionscript 2 and 3 UI Software Engineer for Frostbite engine? IIRC Flash is dead. https://www.disabledperson.com/jobs/10999821-ui-software-engineer-frostbite-commons https://www.velvetjobs.com/job-posting/ui-software-engineer-frostbite-commons-101622-484454 and as beginner I wonder how they mixing editor (what is written on c#) with AS3 and c++? I know only about C# + WPF combination. Also I'm going to develop my own engine and I started to think about how to make such editor and GUI like Frostbite has. Thanks!!
  13. How to learn from Quake source code

    Yes, it's interesting, but I still don't understand all things. That's look promising, but incomplete: I want to understand how it was done from the roots. And how programmers implemented all this greatest things in games like Ultima Underworld, Maraphon, Descent. Terminator Future shock - all this games influenced gamedev. I would like to know how they made it from scratch. I guess in this time there wasn't things like github. For example, freelook. yes, iirc today OpenGL/DirectX make a lot, but I feel that I need to know how it was done under the hood. Software rendering. I guess it's much simpler and easy than modern engines like CryEngine or Unreal to learn. Maybe it's next step for learning. I would like to learn thing step by step from simple to complex.
  14. How to learn from Quake source code

    I want to understand what's going on in the code, what it's doing and why it works. I would like to make my own quake engine using that knowledge in the future. I don't know c++ very well yet, but I'm learning it via SoloLearn course.
  15. How to learn from Quake source code

    Hello friends! I'm very curious how I can learn eveything about quake engine using quake source code in the fastest and most useful way? I have no expirience and I'm learning c++.