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swiftcoder last won the day on March 16

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About swiftcoder

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  1. How to make destructible asteroids?

    You mean pixels? Pixels are pretty damn simple
  2. Is this made with shaders?

    That seems to be a screen shot from Spore. Maybe. My guess is it's just a bunch of additively-blended sprites though. Typically you'd lake a low-intensity texture that looks a bit like a cloud, and render a bunch of them with additive blending enabled. That'll give you the cloudy halo. Then render a bunch of bright points over the top to look like individual stars. It could also be some sort of post-process bloom filter being applied to a bunch of points.
  3. The games called "masterpieces"

    I nam waiting with bated breath for the inevitable remaster.
  4. Contract Work

    It's exactly like England in climate (I lived in Cornwall and the Isle of Wight as a kid).
  5. Changing number space with multiplication

    It is the value you wanted, it's just not in the wrapped space you expect. 25.12 ~ = 8pi, which is 4 times round a circle. That's what the modulo operation in alvaro's solution is there for. It takes that result, and wraps it back into the desired range.
  6. DX12 DirectX12 adds a Ray Tracing API

    Keep in mind that the only GPU at this time which can run all this natively is a $3k MSRP Titan V. Might want to hold off for a bit. The denoising is pretty crazy though. I'm assuming RTX sinks at least some support for Morgan's technique into the hardware layer.
  7. Contract Work

    The bulk of companies around here employing software engineers are either big companies or trendy startups. The rest have to be at least somewhat competitive... It's not out of line for a major tech hub. California recently raised it's minimum for salaried software engineers to $90,000. Technically you can pay someone less than that, but then you get to pay overtime - and software companies really hate paying overtime
  8. Making Certain themes accepectable

    Even fantasy generally has something to say about the topics it tackles. Often fantasy is used as a vehicle to tackle subjects that are uncomfortable to address in a contemporary setting. Media like Battle Royale or the Hunger Games portray similar themes to what you seem to be proposing (and both have been subject to controversy) but they do so to a purpose - themes of youthful idealism as the antidote to fascism and despair, and so on and so on... To tackle a controversial topic without having anything to say... that seems fairly reckless.
  9. Making Certain themes accepectable

    That seems somewhat incompatible with the desire to tackle controversial themes Regardless of the artists intent, art containing controversial themes will be seen as having something to say about the real-world issues they relate to.
  10. Making Certain themes accepectable

    Are you ignorant of the issue? That'd be a thing to fix before writing a script on any topic, let alone a controversial one.
  11. Vulkan vkQueuePresentKHR is busy waiting

    You don't. We prefer to keep topics around - you never know when someone else will benefit from the same information. Why don't you post the solution, in case someone else encounters the same issue?
  12. Bad Design vs. Niche Design

    That's a slightly more constrained question than your original, because games are typically produced for a particular audience/demographic. It's certainly possible to distill down the stylistic preferences and emotional responses of a specific demographic... thought at the same time, many game designers have been trying to break free of demographic bounds of late.
  13. This is tangentially sort of why write games, not engines gets thrown around a lot. There's no perfect way to represent rotations without knowing what sort of problem you are trying to solve, and as such an engine shouldn't be proscriptive about this. Expose whatever the raw unit of rotation is (i.e. the quaternion itself) in code, and let the users figure out how to achieve the rotations they need. As for the UI manipulation, use whatever feels natural to you, and folks will live with it.
  14. Gameplay Limits of updates

    It's a little unclear what you are asking, since "update" is a pretty fuzzy term. An update could entirely replace the original software (i.e. updating from Windows 8 to Windows 10), or it could change as little as a few typos in the software. In general, updates for games tend to add new content, and provide some code tweaks that may improve visual fidelity (i.e. updated shaders for anew GPU). Less commonly games might get updates that add entirely new rendering backends, with accompanying increase in rendering capability - Blizzard often does this, since their games are each actively developed for many years. Most offline/single-player games aren't going to warrant this kind of post-launch expenditure on development, at least unless the game is remastered for re-release on a new generation of consoles. Remasters are sometimes built by updating the original codebase and art assets, but in other cases they may completely re-build the game on a new engine, and/or need to produce all new art assets.
  15. You need to define what you mean by "correctly". Both methods you have shown (incrementally applying many small rotations, versus apply a single cumulative rotation) may be "correct" depending on what you are trying to accomplish. It might be easier to explain exactly what you are trying to accomplish.
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