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About Pygon

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  1. Wow, that sounds kind of scary. While I'm outside the industry, I see games I like to watch playthroughs for and I think about all the processes to get them running - graphics, AI, gameplay, object interaction, story... and I think that in some cases coders are able to dabble in the various areas, whatever the place needs. But if getting into graphics pigeonholes you into graphics such that you cannot do anything else at all, I'm not sure that's a situation I'd want, especially if you're just moved there without any quality dialog about it at all.
  2. Thank you, Hodgman. Graphics coders being 'in demand', per se, seems like it means that what you're needed for entirely depends on the place you work at. So, I'll keep working at the craft.
  3. I spent a fair amount of time developing my ability to render graphics with OpenGL, eventually getting into shaders and loading geometry into vertex arrays, etc. I've done bump mapping, specular maps, lighting, shadows (spotlight, directional, point), a couple versions of fog, and wrote a polygon and particle queue so I could just submit geometry from the cpu side then upload it all with one upload statement and render it with one render call. I wrote a portal engine so that I could do mirrors and render a large randomly generated map. On my future list are rippling water reflections, light shafts with shadows cutting through them, arrays of shadowmaps for shadowing a large area of outside terrain at various levels of detail, and deferred rendering to allow many lights, decals, light bloom, and the big one for me, ambient occlusion. I have also rendered red-blue anaglyph to view with the glasses and side by side scenes for Google Cardboard. I've written code that will automatically generate the shader code that I need, depending on the model composition, texture requirements and lights and shadowmaps and other options that I'm using for the render. It saved me having to write and debug thousands of shaders. Retooling the code to perform deferred rendering will be a chore, but it should be a healthy exercise. I've thought through my head how to solve the future stuff, and I know I can do it, I just haven't. Yet. So I can solve graphics rendering problems. I also coded a minimal UI framework and a networking framework to get other things working. You can see my work in my signature. The question I have is - am I of use to the game industry? The Unity and Unreal 4 engines do most of this stuff out of the box. But I've always been curious about how things work under the hood. I like to see and feel the code that I write working. So instead of learning those engines and making games, I solved the lower level graphics coding so I could see how things happen. A company might want me for my ability to understand the graphics pipeline and how shaders work, and to write custom shaders for their specific needs, interfacing with the content generators to agree on what they need to provide to get the results. But would that be a full time job? I might be able to contribute to design discussions or the evolving product evaluation in an additive capacity, but I couldn't design a game from scratch. I'm interested in AI and might be able to come up with an infrastructure for a game that other coders could fill in the blanks with, using the AI code they write for the behaviors and interactions of specific objects. The main reason I haven't really probed the industry yet is because I'm not sure where I would fit in it. What is my skill set good for? Are there companies that would want someone like me, and what would I do there? Or where should I go from here? If anyone has any insights, I'd like to hear them. Thanks! The most moving games right now for me are silent narrative types with good presentation, like Inside, Little Nightmares, Shadow of the Colossus and The Last Guardian.
  4. Thanks. I'll sift through it.
  5. Hi all. I was a member here a fair number of years ago (maybe up until 2003 or so?) with an interest in game development, but broke away for a while. I've been spending some time putting together my own code base, and I'm at a place where I realized it might be useful to learn some methodologies for determining some complex physics situations. I can determine collisions between spheres and polygonal objects just fine, but more complicated situations like two spinning rods striking each other in the air, or a spinning cylinder striking a wall, evade me. Could anyone point me to any resources that might give me some insight about how to handle these kinds of detections? I'm looking for methods to detect the exact time of collision given initial movement characteristics rather than simply seeing if two objects intersect, although that would be useful, too. My apologies for not doing much of a search - I'm just not sure which terms to search on right now or where to go to get common resources.
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