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About BtySgtMajor

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  1.   Could be interesting.  But given my limited experience, how much of a contribution do you feel I could honestly make? Wow, looks good.  Don't think I'll be of much help here given what you need to do as I'm entirely unfamiliar with Unity and the tasks as presented are likely past my skill set.  Thanks, though, and good luck! Thanks!  Will definitely do.
  2. Hi there,     Every so often I try to get back into hobby-driven game programming.  I'm the CTO of a software company located in Canada and have a lot on the go, but I'd still like to be able to contribute bits here and there.     My background is varied.  I've been in the development industry since before I left university, so I have some 16-17 years' of professional programming under my belt, not including another 10+ done as a kid.     Very familiar/comfortable with C/C++, Java, C#, VB.NET.  Use plenty of other languages, but those likely aren't too relevant for games programming (does anyone still use Tcl/Tk? In fairness, the last time I used it was in school some ~15 years ago).     I've done work with UE3 (mostly scripting and modding), including some games prototyping/development and modding (created mods for XCOM2).     I've contributed to (or at least sent PRs to) the OpenXCOM project (C++-based).     I'm not looking to contribute to mobile platforms as I have zero experience (or desire) to do so (I can count the number of mobile games I like on one hand, although that Star Wars: Galaxy of Heroes has been done impressively).  I'm happy with the good ol' desktop!     I'm not looking for any major roles here.  It would just be nice to contribute on a regular basis in whatever development capacity is needed.  My ego isn't a factor as I know I still have plenty to learn (isn't that always the case?).     Genres/things I'm interested in include: RPGs, sci-fi in general (if Rogue One didn't seriously re-ignite a fire under Star Wars fans, I don't know what will), platformers, tactical, FPSes (to an extent), milsims, etc.     Thanks for reading!    
  3. Ah ha! I was right! When you change the category to "Programming Services", there is NO option for "Regular Members". It's just "Studio/Recruiter" or "Indie Developer". So, to be clear, I'm going to have to drop the $7 for the ad? I mean, in the hopes that people don't question my motivations. ;)
  4. From my last post (which was locked), before you all jump down my throat entirely, when I went to the Classified section last night, the "Regular Member" option was not available/visible to me at the time. Otherwise, i would very much have posted there. So, I apologize for that. I'm not going to bother arguing with the rest of the posts from that thread. I'd generally hope people would give me the benefit of the doubt. Thanks.
  5. Hey all, Every couple of years I try something like this. I'm an experienced software engineer (been coding since I was a kid w/ QBasic and then C), in the IT/development biz, and have done some hobby game programming (basic engine from scratch, some fooling around with XNA, and had started a UE3-based side-scroller as well). I'm equally comfortable with C/C++, C#, Java (JEE, Spring, etc.), VB.NET, and myriad other languages/frameworks (PHP, ASP.NET, Perl, some Python, etc.). Also comfortable with object oriented design, design patterns, etc. Anyway, I'm looking to expand my hobbyist game programming experience. I work a full-time job (and then some), but if it's a casual project with some direction, I'd be happy to kick in whatever I can on weekends, after work when possible, etc. If this sounds even remotely interesting, drop me a line. I am looking for people who have at least as much experience as me, and hopefully even more. Not to be rude/prejudicial, but, no kids, please. If you have any questions about my skillsets/experience, just let me know. Thanks! PS. I'd post in the "Classifieds" section, but, I'm not about to drop $7 for a posting like this. I remember when you could post things like this for free in the forums back in the day! Also, dinosaurs had recently become extinct...
  6. Well, I'm hoping that maybe, in my "noob"-ness to 3D programming, I've missed something. I'll post the heart of the code that I'm looking at (it's from a book by Jim Adam's; also note that, since it's a quadtree, Jim ignores the Y-Coordinate): // Size = radius of node; during first iteration, it's the "world cube radius" // XPos, YPos, ZPos = coordinates at centre of node // (keep in mind this method is recursive and I'm posting the heart void cNodeTreeMesh::SortNode(sNode *node, float XPos, float YPos, float ZPos, float Size) { // do a bunch of error checking here...and then...if we need to split, do this: int i, XOff, YOff, ZOff; for (i = 0; i < 4; i++) { // use 4, since it's a quad tree XOff = (((i%2) < 1) ? -1.0f : 1.0f) * (Size / 4.0f); YOff = (((i%2) < 1) ? -1.0f : 1.0f) * (Size / 4.0f); ZOff = (((i%2) < 1) ? -1.0f : 1.0f) * (Size / 4.0f); // count the number of polygons in the new node bounding box if (CountPolygons(XPos + XOff, YPos + YOff, ZPos + ZOff, Size / 2.0f) { // add new node, etc. Node->Nodes[i] = new sNode(); } // recursively call this method on the new node SortNode(Node->Nodes[i], XPos+XOff, YPos+YOff, ZPos+ZOff,Size / 2.0f); } // etc. Now, to me, it looks like the XOff, YOff, and ZOff calculations are, given that the method starts at the centre of the square, calculating four squares that overlap inside the main square. Say we start with a size (radius) of 4 and the "world square" needs to be split; then we get four overlapping squares of radius 2 instead of the four quadrants. I'm pretty sure my code-tracing and math is right, but, if I'm way off and have missed something, please tell me. No shame in being wrong every now and again! Thanks again! [Edited by - BtySgtMajor on January 17, 2006 11:59:49 PM]
  7. Hey there, I was reading through some material and was looking at an implementation of a quadtree. I noticed that the author of the codes has child nodes (the smaller squares of the bigger parent square) that overlap. Would it not make more sense to start out with the four, equal quadrants of the square that don't overlap and break it down from there? Or am I missing something? Thanks!
  8. All are good points and some actually quite novel to me; I'll have to look into integrating that into what I do! I agree that this is a design issue and that's why I'm here! :) When I said "implementing", I think I meant more of the metaphysical details. Vagrant Story sounds an awful lot like Castlevania's Sympony of the Night in terms of the reward system. That said, the comment about Battlefield 2 is what I'm kind of looking towards. I suppose I could also liken what I want to do to the MP part of Call of Duty:UO, with the promotions given out based on points/kills. Assume for the time being that I want to make some kind of game that is more or less "military" themed, using a "Wing Commander-ish" system where I want to reward the player for things like: - destroying/capturing/disabling as much of the enemy as possible, - performing a mission as quick as possible, - perhaps if there's stealth involved, then being detected as few times as possible, - actually completing a mission, - keeping as much of your team alive as possible, if a team is involved, - other tasks related to a military-themed game. So is it just a matter of assigning points for these actions and determining whether or not they meet the prerequisite amounts for a promotion or a medal? Or are there other factors to consider that perhaps I'm missing, keeping in mind the theme/nature of the game? I've always been interested in how this type of system works and am greatly enjoying all your input!
  9. Hi all. Remember the times of old, back when there seemed to be more emphasis on actual gameplay and keeping the player really hooked/involved, irrespective of graphical quality (personal opinion there)? One of the things I miss most was idealised in games such as Battlehawks:1942 and Wing Commander (the original). These two games kept me coming back for more--not because they had great graphics (which, for the time, they did, IMHO)--but because of the gameplay, specifically the system of rewarding the player with promotions and medals. It seems--to me, anyway--that games these days don't have a lot of the same reward systems. Perhaps they exist in another shape or form, but off the top of my head, I can't think of too many games that use the promotion/medal reward system. That being said, I am trying to go forward and design/implement a game that makes use of that kind of reward system. Now, I'm not new to gaming (who is these days?), nor am I new to programming (have a BMath in CS/SoftEng); but I'm definitely a novice when it comes to game programming (have made a couple, but nothing that large or complex). My question is this: Does anyone have any input on how to implement such a system? Is it simply a matter of allotting points to a user based on actions, and then seeing if those points meet the various point-requirements for a medal/promotion? Or are there more "accurate" and/or involved methods for implementing the system? Do resources exist that discuss such a system? Any and all help/input would be greatly appreciated! Thanks again! Cheers, Duncan
  10. Hey all, First off, yeah, I know I'm using DirectDraw (like, IDirectDraw4 or whatever), but I'm just trying out some things. Anyway, I was working on this project last year and had my grahpics working just fine. I stopped working on it because of actual work, and eventually switched video cards (now running a GeForce 6800 GT OC). I've come back to work on it now that I have a few minutes here and there. I noticed now that the background graphics are messing up pretty bad. They're simply DirectDraw surfaces that are copied/blitted to another surface, and then put onto the back-buffer for flipping. I'll put some rough pseudocode here that I think is the culprit: create DX Surface1; create DX Surface2; blit to Surface1; blit to Surface2; copy Surface1 to back-buffer; After some investigating, if I don't blit to Surface2, Surface1 (the main background surface) is just fine! But if I leave the blitting to Surface2 in, Surface1 gets corrupted/messed up. It looks like Surface2 is overwrting Surface1! I've checked the pointer addresses and they're different, so I'm pretty sure I'm not using the same surface both times. Has anyone run across this before? I'm thinking it might be related to my video card, but, I have no way of really knowing right now. Thanks in advance for any help! Cheers, Duncan