• Content count

  • Joined

  • Last visited

Community Reputation

132 Neutral

About themattgreen

  • Rank
  1. sky cube

    Looking pretty good to my untrained eye. I couldn't tell the textures were part of the inside if a cube, looked good and naturally 3d. Would be okay as a sky image in an outdoor game. Not much more to say really.
  2. Game testing slavery and programming a demo

    Quote:Having QA experience on your CV is likely to be beneficial when applying for other jobs in the industry but not hugely so for a programming position. My friend who has the QA job doesn't want to be a programmer. He can't even program a 'hello world'. He wants to be a game designer or 3d modeller. I considered applying for the QA job but it would have been a pay cut (hourly) from my current data entry clerk job (which is only 20 hours a week). I thought it would be a better idea to continue work on my taking-ten-times-as-long-as-expected game and actually prove to somebody that I can program, but if you need a title to back it up, I suppose I should get one (I have no right to be this snotty at the moment, I do not have sufficient knowledge to work as a professional game programmer, but I am improving).

    This post is pretty much a follow up to this post but it seems appropriate to here. Anyway, my snap conclusion to obtain a degree, a decision which will probably simmer down by tomorrow at which point I'll return to my happy little hobbiest rut (at least it's fun and unpressured developing my own game under my own terms in my own time) led me to . They provide a degree course over the internet as well as in a classroom. What are the opinions on this sort of degree? Would someone with one of these degrees get laughed out of the job interview? Looking at the course outline it seems to provide most of what you need to know. EXCEPT for a team working project, which is probably fairly important to learn. The website does claim that you will learn team working skills. I'm not sure if I could even do this degree in the UK, you have to give your high school details in the admission form. Course outline for the degree is here:
  4. Game testing slavery and programming a demo

    Quote:The window on such opportunities is closing as the game industry becomes a higher and higher stakes business. The era of bedroom and garage developers is coming to an end, and professional certification, etc, are now the norm. You can still make it, of course, but the chances are slim. Thx for the prompt response. I'm glad you put the bit above in, otherwise I may have dismissed you out of hand. I know for a fact that some people get into the game programming industry without any qualifications whatsoever but I wasn't sure how common it was (the norm, or rare). This clears things up. Looks like I may have to go to university. Wish I'd put more effort into that blasted GNVQ and acheived a merit or distinction. Then I could have gone straight into a degree. Instead I'll have to spend 2 years doing an hnd first. Bugger.
  5. I have a friend who recently finished a game design degree at teesside university (in the north of England). He has just obtained a job in game testing at working for the company who produce the 'Driver' games. For Driver3 they used volunteer game testers (these are the 'slaves' referred to in the subject) and apparently the finished game was riddled with bugs, so now they've decided to start paying, because obviously you get what you pay for. They're paying minimum wage, however. Is it common practive for QA testers to be payed minimum wage? Also, is putting this on your cv likely to help in applications for other jobs within the game development industry? Just to extend this post to a completely different subject, I myself do not have a degree and have very little intention of spending 3 years at university learning a lot of stuff I already know and a lot of other stuff I could learn myself out of books for a heck of a lot less money (plus I don't want to be 28 when I leave university!). So anyway, I'm currently developing a game primarily to attempt to sell as shareware, but as the chances of making any money are monumentally slim I'm also hoping it could serve as a decent demo to display my abilities to a potential employer. Assuming the game is good enough (a big assumption, I'll mention myself so don't bother pointing this out to me) is there any sort of reasonable chance that I could enter the game industry in this way without any qualifications to prove I can pass exams and complete university assignments?
  6. ODE Plane Object

    Seeing as you've had no replies, I'll give you my fairly crap response: Try altering the values in the code here: contact[i].surface.mu2 = 0; contact[i].surface.bounce = 0.1; contact[i].surface.bounce_vel = 0.1; contact[i].surface.soft_cfm = 0.01; In my own ODE experiments I've found that altering the values of these variables has an effect on the way bodies respond to collisions. I'd especially recommend altering the surface.bounce variable. DISCLAIMER: My experiences relate to cube-cube collisions and cube-trimesh collisions. I have never used an ode plane.
  7. I am attempting to create a composite object using transform geoms in ODE. When I can create a composite which uses nothing but regular geoms, but when you throw in a transform geom, the transformed geom refuses to move when the body moves, instead remaining motionless. The following is the code I used: class foo { public: dBodyID body; // the body dGeomID geom; dGeomID* pads; dMass mass; dSpaceID rays; dGeomID* transform; void create(dSpaceID &sp, dWorldID &wo) { pads= new dGeomID[1]; body = dBodyCreate(wo); rays = dHashSpaceCreate(0); geom = dCreateBox(sp,2,2,2); dMassSetBox (&mass,1,1,1,1); dMassAdjust (&mass,1); ////ray stuff for detecting road distance for hovering //use arrays pads[0] = dCreateRay (0,100); transform = new dGeomID[1]; transform[0] = dCreateGeomTransform(rays); dGeomTransformSetGeom (transform[0],pads[0]); dGeomTransformSetCleanup (transform[0],1); dMatrix3 Rtx; dRFromAxisAndAngle (Rtx,1,0,0,1.57); dGeomSetRotation (pads[0],Rtx); dGeomSetPosition (pads[0], -0.5, -1,-0.5); dGeomSetBody(transform[0],body); ///end ray stuff dGeomSetBody(geom,body); dBodySetMass (body,&mass); } }; Does anybody please know what I am doing wrong (and can also tell me). I've searched through the samples included with version 0.5 and there doesn't seem to be any more to it than what I've included here. The transform geom just seems to refuse to acknowledge that it has been added to a body. [Edited by - themattgreen on May 15, 2005 1:09:25 PM]
  8. Engine/Library Documentation

    Okay, how the *bleep* do you use quotes?
  9. Engine/Library Documentation

    <quote>Learn to use the search feature please.</quote> I am fully conversant with the use of the search facility in notepad. This is still an incredibly awkward thing to use. All you can really search for is single words. And all the info is contained in one document. A proper network of HTML documents and a search box allows the user to search for multiple words and phrases which will display the entire page, rather than a single word in amongst a whole load of potentially irrelevant nonsense. I love having to backtrack all over the place in order to place the word or phrase I'm searching for in the proper context. Don't you?
  10. Engine/Library Documentation

    To learn the fastest, I would usually start with the incredibly easy to follow tutorials you provide in the 'getting started' section of your docs, and then after that I'd use your excellent search facility to find info on specific features as and when I need them.
  11. Engine/Library Documentation

    I'm certainly far from any sort of authority on this, but I'll give my opinion, as that's all that was asked for. I would generally prefer html docs, preferably with a search feature. I'm more interested in ease of navigation than perticular format. Windows help would be okay as well. I *hate* pdf format. They tend to be difficult to navigate, and impossible to magnify to a comfortably readable size on screen. But most importantly, and I can't stress this enough (because I encounter this problem all of the *bleep*ing time): make sure all the info that a user may require is actually there! Oh, I also despise documentation in the form of a txt file. Step into the 21st century, please. Calling msdn a good reference library would never occur to me.
  12. Timer based collision detection.

    I've been plowing through many many books in order to figure out how to calculate the time of collision between a triangle and a triangle (actually using a ray as one of the triangles sides). I need fairly accurate collision detection to allow me to calculate angle of impact and such, but I just have to much going on which can effect things between frames. The 'Opengl Game programming' method, as described in the section about the air hockey game seems good, but it won't work with my game. Anyway, my question is: has anybody used the method as described in 'physics Modelling'? Namely, this method invovles detecting an overlap, reversing the position of the objects being tested and then moving recursevly forward at smaller time increments until you find the point of impact. This is a rediculous method, right? or wrong? Final question: does the book 'Real-Time Collision Detection' offer any greater insights into how to detirmine the point of impact?
  13. I need to extract all of the vertex buffer info from my mesh into a Vector3 in order to calculate realistic collision responses using managed directx. My current code, in C# is as follows: public static void createcollisionregion(ref Vector3[] vec, VertexBuffer buff, int size) { vec=(Vector3[])buff.Lock(0,typeof(Vector3),LockFlags.None,size); buff.Unlock(); } Where the Vector3 array will contain my vertex info, vertexbuffer is the VertexBuffer property of a mesh object and size is the length property of the declaration property of a mesh object. Calling this function extracts some vertices, though they are not the correct ones. They appear to be in the wrong order, infact it seems to be a completely random order. Does anyone have any idea how to rectify this, please?
  14. I've programmed games using various languages (C++, Visual Basic 6, Blitz Basic, C#) and have just completed my first C# game using managed directx. I'm about to embark on my first fairly big game programming project and I'm wondering if there's any point in using C#. I really prefer C# to C++, but my question is: am I limiting my target audience unfairly by developing for the .Net platform? Is it likely that .Net will become an industry standard at any point? I've heard that the next version of windows will be built to execute .Net code natively. This would mean that any win32 support would be via a VM. Other considerations in making my decision include the fact that Kick Start Managed Directx is far more all encompassing than Kick Start Direct3d (the two directx books which I currently own). Any comments or answers to the previous ramble?
  15. Arcade machine money box?

    Before I start I'm gonna say: I have no idea if this is suitable for this board. It's probably not really a beginner question, but it is game programming related. Is there any such PC peripheral available anywhere in the world (acknowledging that if it exists anywhere it's probably Japan) which has a slot like that on an arcade machine which can tell the user how much money has been inserted through the use of an API, probably using windows messages or what have you? By extension to this, I suppose it would be nice to have a mechanism which allows the hardware to pay out controlled amounts of money, though this is of course, pushing things a little beyond the bounds of feasibilty. I am fully aware that this isn't how arcade games are created but who knows what the future might bring? Downloadable freeware games which can be loaded into a PC in a specialised arcade case and placed in a pub to entertain drunken punters? Marvelous!