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d000hg

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About d000hg

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    Technical Director
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    Design
    Programming

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  1. I worked extensively with Ogre for a few years doing professional projects, ending about 5 years ago. At that time focus was mainly on desktop but iOS was of interest and there was support. Back then, Ogre3D was a great option although slightly cumbersome for cross-platform work - we did look at alternatives when we started c2010 like Unity3D. Now as I consider getting back in the game I wonder if the world has moved on? It seems Ogre 2.0 is still WIP and even 5 years ago, 1.x was starting to feel a little dated to me. Since then major engines like Unreal have become way more accessible, and Unity3D has grown hugely (I think). Ogre is middleware not an engine so I know it's apples and oranges and this is not meant to be a criticism of Ogre - just an objective question whether many/most use cases 5-10 years ago are now better suited by Unity3D et al, especially for multi-platform? I'm historically a C++ developer but have done a lot of C# too (I can do JS but prefer not to) and on pure language preference, C# is nicer IMO. I hate with a passion CMake and all that guff What do other experienced people think of Ogre in 2018? Has it remained relevant? For someone wanting to make games not engines, would something else get me running faster while having the flexibility I want? What about toolsets/chains - this used to be a pain in Ogre too but perhaps has moved on? I am thinking of posting similar on the Ogre forum but don't want to come across like I'm dissing Ogre - I loved working with it but 5 years is a long time and I'm out of date!
  2. We are using 3JS on a project I manage and though I am not a developer on it, I've been impressed and the developers are very keen on it. I suppose it's reelvant to ask if this is only ever going to be a browser app - I'd be interested in a similar question to the OP, if mobile apps and desktop versions were possible and you didn't want to write multiple clients in different programming languages.
  3. d000hg

    June 2018

    I liked your acorn intro. Interesting to hear the other side of it. For these big conferences it probably should have been a big pair of boobs you had to grab, to get the attention of passers-by! Or perhaps a cow you had to milk (same thing really)
  4. Well then I'm having to lie which I dislike. I think it should just be optional.
  5. It's just I'm sure I've been asked this only recently when you rolled out the new forum, maybe more than once. Why do I have to tell you?
  6. d000hg

    Dell World 2018 in Las Vegas

    It's not a black and white choice between an employee charging an hourly rate or a company charging per project - this is kind of flawed logic. Employees don't charge an hourly rate, they have an annual salary Freelancers don't charge a "wage" they have an hourly rate Charging on an hourly basis is not "employee mentality" it's simply one model. I bet your lawyer bills on an hourly rate. Gigantic consultancy companies bill at hourly (or more likely daily) rates. Billing hourly/daily is great if a project isn't well defined or there's a service element to it. It has pros and cons just as project costing does, in terms of mindset, risk and reward. For instance billing hourly can tempt you to spin things out but project billing can tempt you to do a rushed job that's just good enough. You might get paid less for working really fast billing hourly, but you can bill more if you are really that good. Hourly lets you flex the scope and adjust things to the customer's demands because you're not thinking about the extra hours you're working "for free". Project lets you plan further ahead in terms of accepting contracts, ramping up resources, but you have to put in more time defining the requirements and factor that into your billing, and be happy to butt heads with your customer. My preferred model is somewhere in between, more a monthly agreed billing for a set number of resources. Anyway, great job!
  7. Once again, I try to visit GD and I am presented with mandatory "give us your personal information" pages: Have you made the decision that only industry professionals are allowed on GD now, because I don't work in the games industry but am still interested in amateur development? It's getting rather wearing now.
  8. d000hg

    Contract Work

    Interesting, thanks. Maybe I'll move, though Seattle might be just like England in climate.
  9. d000hg

    Contract Work

    Still hard to believe considering that here in the UK, where things are not that disparate to the USA, £100k is still considered a very good salary (130-170k US depending on exchange rates) and has extremely high property prices and living costs. London which is the financial capital of the world, and even in banks developers are not on 6 figures until they're pretty senior. Are you really sure that's what any decent developer in the area will earn, not just the Google bubble of big names and trendy startups?
  10. d000hg

    Contract Work

    There is a big difference between a coder and an engineer. People on $200k+ are not just writing code, they are presumably designing architecture and all the stuff which goes with it, for regular developers ($50k) to churn out. They have a lot of experience, often domain specific. $200k is still a REALLY BIG salary in objective terms, even in the US, let's not forget that. You should be something special to justify it, unless some internet bubble is throwing cash (like in the late 90s).That said I just checked and the average US salary is not tiny, at $44k. I'd still love to know where I get get some of that Seattle lucre, from the UK I'm a pretty great developer (IMO) with experience in medical simulation - I must be worth a fortune! All the people serving you your soy-frappa-chappa-chino or McKaleMuffin on the way to work, or driving the bus you take TO work, are on substantially under $100k. It's very easy (speaking from experience) to get in a bubble with these things.
  11. d000hg

    Contract Work

    Setting yourself up as a business not a contractor is where the big bucks surely are, though if people don't flinch at those rates go for it... makes me wonder why bother with your own project Also as a very experienced C++ developer with gaming/performance background, if you'd like to tell me where to find people offering $150/hr that's be swell
  12. d000hg

    Contract Work

    I mean if you could get $300/hr or even $150/hr I doubt you'd be so interested in your own projects. Those are crazy figures, I have never seen a contract developer charging higher than $120-150/hr and that was for very niche stuff with a lot of domain knowledge outside of the software side (medical, physics, etc). In the UK, even contractors working as quants (very specialised financial maths) might top out at £100/hr though they'd be in the office and billing £700/day. Which is about $140/hr right now. They have years of experience in that specific field. Now if you hire in a big consultancy you might be paying $1500/day for a resource they pay about $300/day but that's a whole other rip-off market. Better to bill project-based not hourly if you want that. Perhaps you're in Silicon Valley and people pay stupid money but here in the UK the contract market pays about 2X what you'd get for a salary. The people here billing $150/hr are not people who would be on $50k salaries like regular developers.
  13. Now I know this is dependent on the PC to a big extent but I've been out of the loop with modern hardware for a few years. I have a project where a large 3D texture might solve things, we're talking maybe 512^3 but probably 8-bit, single channel. Memory wise this is not a big deal (it's not a game project and there are not lots of models or textures in use) but I really don't know if it would be supported on a typical PC (not a games rig). Or if it would slow things to a crawl... or once it's in the GPU memory it would not be unduly performance-limiting?
  14. A recent change - since the relaunch so the last 1-2 weeks I think - means every page-load, the full text-block of the "Download the Game Design and Indie Game Marketing Freebook" announcement is briefly displayed at the top of the page... a good several inches of text. For about half a second, then it hides all but the top 2 lines. It's the kind of ugly glitch that really hurts the eye, but is hard to get a screnshot of! Using MacOS, Chrome.
  15. It would still be polite to explain this rather than be greeted with some corporate-looking beige "you must give us this data". Or be allowed to login but told you won't be allowed to use certain services. It seems rather crudely implemented that members of a decade or longer are forced to provide this to continue using the site without any explanation - you cannot login to ask about it for instance! If someone doesn't want to provide personal information is their 16 years of membership not valuable, they just have to leave?
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