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cbenoi1

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About cbenoi1

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  1. > 1) do i infringe of some copyright or patent that i used in my 3D engine ? The code you write can infringe on any patent. It's your responsibility to determine if this is the case. You can - say - implement a patented shadow technique through OpenGL, but that you are using OpenGL's stencil function calls doesn't protect you from the fact that this is a 'shadowing calculation using stencils' patent infringement. > 2) If i am infringing any form of IP (IF case 1 is valid), then why do OpenGL or DirectX is not ? OpenGL and DirectX are specifications. Nothing more. Graphics cards manufacturers - the specifcations implementers - have paid their dues patent-wise to allow developers access to their implementation. As long as your code goes through the API specification, all is fine. An analogy would be a portable radio and its 9V battery. The shape of the battery is the specification. Radio makers are expected to design a proper compartment that embeds the battery. Any 9V battery will do, as long as everyone follows the specs. If you are the one making radios, you don't need care how a 9V battery works and what sort of chemical reaction is going on. You don't need to license anything from the Duracells of this world because you are sucking energy from the battery through its terminals, and that's the way it's supposed to work. > so what if i using the same technology they applied in D3D in my own library? > is that an issue? since it's allowed in D3D, so is it allowed in my library? So you are replicating what the graphics card and its device driver are doing, but on the CPU side, in your own code. That means you become an implementer yourself and you are thus subject to the patents you are infringing. In light of my example above, you are making your own batteries now, and copying Duracell's chemical recipes. -cb
  2. cbenoi1

    HOW TO SELL IDEA?!

    > Best in this case to interest some game developing companys. Many game companies will make your game for a fee. They are called 'contract developers'. The usual fee rate is around US$12K per man-month. An iPhone-type game could go for US$250K to US$1M depending on depth and complexity. For a PC / console game of AAA-quality, we're talking upward of US$10M very easily just to be competitive. -cb
  3. cbenoi1

    Software Industry Financials

    > I would prefer something not limited to just standard reporting, but also include what, say, > a venture capitalist is looking for when they crack open the books. I would like a better > understanding of royalities, licensing fees and such from a financial perspective. Book value of a companie is based on the manufacturing model. The company builds products, inventories them, and then sells them for a profit, and it all happens within the same reporting period, typically a quarter. Software companies don't build tangible products. Not directly. And especially not when they are ramping up to that first product. But they are creating value for the investors. The problem with software companies is that expenses are not aligned with the profits within the same reporting period. One can hammer on a game for two years (or more) and see this to market only much later. There are calculation techniques named ROIC and EVA, which part of the employee salaries along with IP rights are removed from the expenses and refitted as Intangible Assets which are deprecated over a short life span (around 3 - 7 years). ROIC and EVA are better indicators of value creation than then more generic GAAP profits and profit margins indicators. http://www.fool.com/...h-with-eva.aspx http://www.fool.com/...asics-roic.aspx Hope this helps. -cb
  4. cbenoi1

    Investor options

    > 1) All profits (or lack of) that a game does A contract can specify how the profits (losses) are shared. > 2) Indefinite profit sharing between development team and them. I would advise against illimited clauses. Put a cap on time / budget / responsibilities / liabilities. Always. Especially liabilities. > 3) A set amount ( i.e. double, triple, 10x the investment amount) A contract can specify what happens when results are achieved before a deadline (ex: bonus) or not reached within the specified deadline (ex: penalties). Talk to a lawyer. -cb
  5. cbenoi1

    Mobile specific

    Juniper : http://www.juniperresearch.com/ NPD has some reports on this. http://www.npd.com/corpServlet?nextpage=wireless-categories_s.html iSupply has a few too. http://www.isuppli.com/Mobile-and-Wireless-Communications/Pages/Headlines.aspx Forrester Research : http://www.forrester.com/rb/search/results.jsp?N=133001+71413 Gartner : http://www.gartner.com/it/page.jsp?id=1434613 -cb
  6. cbenoi1

    My online game idea....

    > How do I find the right person that can make this idea a reality? One person? You're kidding, right? Contract developers can fetch around US$12K per man-month. Just making a demo could take 10 people for a good 4 months. That's half a million dollars. And it's not a full game yet. BTW, 1/2 million US is about right for making a good 3D game on the iPhone nowadays, give or take a hundred grand or two. So it's not as if I'm plucking out numbers from a magic hat. You can go cheaper with doing the hiring by yourself. You would still need to pay for a good producer and those - the really good ones that deliver games after games on time and on budget - are worth their weight in gold. Hope this helps. -cb
  7. cbenoi1

    Marketing in mobile phone games

    There are 4 ways you can sell phone games. Each method has its own particularities which vary with handsets, operators, geography, etc. 1) preloads - the game comes with the handset. (ex: Solitaire). This is a B2B model with handset OEMs, so the marketing portion is minimal. 2) carrier - the game is downloaded from the cellphone operator's deck. This is by far the most commonly used business model. 3) portals - the game is downloaded from 3rd party portals. Same as above, but replace operator with a 3rd party. ex: Jamster, PlayerX, Apple App Store. 4) side-loading - the game is bought separately and loaded up from a PC via the USB cable or via Wi-Fi, thus avoiding the cellular link altogether. ex: many WinCE smartphones, iPhone/iPad + iTune. There are no books on the subject because the industry evolves much faster than it takes an author to survey the field, write the book, and publish it. -cb
  8. cbenoi1

    Executive Summary

    > Tom, it is definetly a business idea Investors don't fling money at business plans, concepts or ideas. They invest in 1) a saavy executive team with a proven track record, 2) a growing market with unfulfilled needs, 3) products that fulfill those needs, preferably in an exclusive manner. In that order. > But how to write the very first business proposal? VCs don't invest in game studios because those companies typically fail on (2) and/or (3). That's why game studios find it difficult to go past angel investors. Take your cue from above. (A) Make sure you have assembled the best team there is. (B) Make sure you have identified and characterized a huge opportunity in the market. And I mean HUGE. (C) And lastly, make sure you have products that cater to that opportunity a) before anyone else does it, and b) that it's done in a way that keeps the competitors out (aka: valuable brands & IP, exclusive licenses, patents, etc). -cb
  9. cbenoi1

    FPS Game Queries

    > we have set the FPS to 60 Why does it need to work at 60 fps? You will drain the batteries in no time and get consumers all worked up over it. The iPhone is just that - a cellphone - not a PlayStation 3. > i would like to know what areas in the game can i look > into for this particular issue and optimize it.. You can check this guide I've made eons ago. Should get you some idea of the methodology. http://cedec.cesa.or.jp/2006/archive/pdfXYZMMMM08087/s08.pdf > also iphone supports pvrtc compressed texture.. i would > like to know as to how is it better to the normal png images > and is it recommended. You can check the Apple developer board. Or you can ask Imagination Tech, who does the IP core for the 3D graphics engine of the iPhone. http://www.imgtec.com/forum/default.asp -cb
  10. cbenoi1

    Executive Summary

    > Can you please show me examples of this financing model? Getting more money to pay current owners without creating value is called a Ponzi Scheme ( clicky ). > The money is used for development and preparing company for refinancing. You have to create value for investors. Like products that actually sells and generate an income flow. Or even have an intangible value such as owning a patent, IP rights, etc. Merely paying developers is not sufficient. -cb
  11. cbenoi1

    Teacher with an idea for an educational game

    > to keep it in line with state grade-level standards and requirements Ouch. That. Line. Is. Scary. It sounds as if you know how make the game for only one state. Which makes the marketability of such an application across states / countries a non-trivial affair. Which in turn fosters maintenance and versionning nightmares for developers. Which in turn renders the whole profitability equation rather dubious. I'm wondering if your game concept could instead lend itself to another art form. Like plain playing cards, dice and a board. If this catches on, then converting it to an electronic form is something that can be more easily negotiated - you'll have all the game rules debugged and a proven market. -cb
  12. cbenoi1

    Handheld Console Design

    > Needless to say that I won't expend excesive amounts of money, > at least for the development of the prototype. From my experience (*), that is going to be a severe limiting factor especially if you are starting from scratch. My suggestion is to start with some of the linux gaming platforms out there, like the GP2X ( http://en.wikipedia.org/wiki/GP2X_Caanoo ). You can reflash the memory with your own OS / content without having to deal with the hardware. If playing with the hardware chips is your ultimate goal and don't mind the money, then I suggest you invest into development platforms from TI, Freescale or ST Micronics. Maybe they have antiquated kit versions lying around they could provide you on the cheap side. They are, however, not cheap overall (we're talking tens of thousands of dollars) and will require all sorts of contractual agreements which will need your parents' signature. But you get to play with cool chipsets directly. Also, I've seen some hackers reflash their old PDAs. I still have a Toshiba e800 around and I recall some guy having removed Windows CE and replacing it with Linux. The PDA route another cheap option if you are willing to check out your local pawn shops and match the model/make with linux builds out there. Lastly, you should consider investing in a JTAG setup. Some platforms won't allow reflashing without that and debugging is so much better. Hope this helps. -cb (*) used to work for AMD's Handheld Business Unit.
  13. cbenoi1

    games industry networking?

    TIGA (www.tiga.org) is what you are looking for. -cb
  14. > I've been to that site many, many times Business is not about how many web sites you hit or google searches you made. Business is a human endeavor. Get ready to meet people - flesh and bones - to make deals, ask questions, counsel you. If you don't and won't see your local DBA to flush out those issues, then there is little on our end we can do besides pointing you back to the DBA office or something equivalent. -cb
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