zainanak

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About zainanak

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  1. Hey all.  Saw this yesterday on the iTunes Connect page, then here on reddit:   https://www.reddit.com/r/gamedev/comments/5sjcjw/itunes_connect_notice_today_for_game_developers/   Am surprised there isn't more chatter on it.   One of the nice things about the App Store (viz a viz Android) was that you did *not* need to go this whole arduous route, find a publisher, etc. for China and could just go direct via the store.   I would think this would affect lots of indie devs making money there.   I'm dying to know what the timeframe is (will they pull current games or only require updates to abide?, etc.), what people's strategies are (I can't imagine everyone is intending to sign with a publisher just like that), etc.   Thoughts all?  We can't be the only ones affected :)
  2. Hey guys, we're doing an FPS with user-hostable servers, and have found that most of our testers (ourselves included) get horrible throttling from our ISPs if too many players come in at once.  At about 10 players, pings will spike from < 100 to oftentimes as high as 15000.  A lucky few have much more liberal internet providers, and when they host we can pile in and push through endless physics events, network events, etc. with as many players as we want- no problem.   How is this being solved these days?  Any good workarounds?   Much appreciated, ZA 
  3. Hey guys. So we're building out our next game, and while we know plenty about things like graphics development, general game development, etc., we're very green when it comes to virtual goods, online payments, and the other pieces needed for a free to play game. As a result, we're looking to 3rd party providers to help us out. There's the obvious option of going with Steam, but we'd like to avoid that at first, mostly due to their stiff royalty structure. What does that leave us with? What systems do you have experience with that can handle the billing, accounts, and inventory tracking? Thanks so much!!
  4. Hey all. So first off let me say I went through the FAQ here [url="http://www.gamedev.net/index.php?app=forums&module=forums&section=rules&f=15"]http://www.gamedev.n...tion=rules&f=15[/url] I've been out of the industry for a few years, and am tasked now with putting together an options list for really good networking libraries for an FPS project I'm on. As I recall, there were (oddly) very few options back in the day for proven, reliable, high speed networking libraries for the shooter genre, outside of what came with the big three engines (Quake III, Unreal, Half-Life). It always baffled me that no one thought to splinter off something to aptly compete with the networking capabilities of these three. I remember TorqueNL, but that's about it. Fast forward to today, and I'm still not seeing anything worthwhile. The closest I've come is [url="http://www.quazal.com/"]http://www.quazal.com/[/url]. While their shipped titles are nothing to scoff at, I'm not really seeing heavy hitters in the shooter genre represented. What are my options? What would you do in our case? The requirements are fairly straightforward- lobby, server list, ultra responsive FPS action, etc. Basically, where is the SpeedTree for networking??? Thanks so much all!
  5. Blurred lightmaps

    Quote: Blur the lightmaps before packing them. But doesn't that produce seam problems? Basically, imagine a small lightmap, before being packed, in which one triangle is represented, leaving some empty space in that quadrilateral lightmap. Once you blur, any edges *within* the triangle's space are handled, but the edges of the triangle itself get blurred along with whatever fill color you're using for that lightmap. Thoughts?
  6. Hey all. Very simple subject, but wanted to get your input. I know that games since the early quake days have used blurring in their lightmaps to avoid staircasing; the idea being that since your lightmaps can't be extremely high res, it's better to get nice soft ones out of the low res LMs than to try to boost the resolution insanely high to get perfectly sharp edges. My question is, how do they achieve this? If you use a standard lightmap packing technique (like here: http://www.blackpawn.com/texts/lightmaps/), you can't just blur the resultant texture in Photoshop, as spillage occurs into unwanted UV space for the various LMs. So how is it usually done? Though I sincerely doubt you need references to know what I'm talking about, here's a shot from HL2 showing such a lightmap: http://www.mortens1.no/images/The%20Game%20Cube/31.03.2005/Half-Life%202%20bilde%201.jpg Thanks so much!