swiftcoder

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About swiftcoder

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  1. I just want you to give me your opinion as developers

    I like the art style. Reminds me of those horror-tinged children's books we read as kids.
  2. Leaving a company at a critical moment

    You might also consider taking the offer to your current employer, and ask them to provide a counter offer to be competitive with the 12k raise + bonus + commuter benefit. Hard to predict whether or not they will counter, without knowing the company. But it's largely a win-win situation: if they do counter, you may have the option to stay, and if they don't, you get to walk away with the knowledge that you have been transparent about your reasons for taking the other job.
  3. The Go Programming Language

    I don't disagree in principle. But I think it is worth calling out that writing unsafe Rust is a very different process to writing normal Rust code, and it won't necessarily serve a newcomer to the language very well to start there.
  4. Lock camera on object

    That's not enough information to unambiguously derive the camera orientation. There are infinite possible camera up-axes that will satisfy your contraints. However, I'm assuming you desire the camera to remain roughly "upright", so... Typically one takes the vector from the camera to the look point as the camera look direction. Then you pick an arbitrary up-axis (say, world up, which may be the positive the Y-axis), make sure it isn't parallel to the look direction (pick another abritrary axis in this case, say positive X-axis), take the cross-product of the up and look vectors to derive the right vector. Then cross the right and look vectors to get your actual up vector. Now you have 3 perpendicular vectors (look, right, and up), and you can derive the 4x4 rotation matrix by substituiting in those values.
  5. What's so big about World of Warcraft ?

    I think it may be hard to pin down a singular reason why WoW is so enduring for much of its player-base (i.e. if one could find the magic ingredient, it would have been cloned 100 times over by now). I'd hazard that it's likely to be a combination of a variety of factors, among them: Sheer quantity and variety of content. Quality of endgame content / encounter design. Strong sense of community, particularly if you play with a group of friends. Blizzard's willingness to radically change the gameplay over time. Incredibly rich ability to mod or even wholesale replace the game's UI.
  6. Probably going to need a little more context than that to divine the error. Do you have a minimal example you could link?
  7. Over-ambitious projects

    This is in no way limited to game development - every teenager with an electric guitar thinks they will be the next Jimi Hendrix too. It's easy to underestimate the difficulty of anything, before you have tried and failed a few times.
  8. A little off-topic at this point, but either the landscape in those expensive hubs has changed a fair bit since those numbers, or engineers are ridiculously underpaid in the games industry. For Software Engineers at a decent size tech firm in a hub, you are looking at north of 10k/month compensation for a brand new college hire. Experienced juniors are often compensated to the tune of $20k/month. By the time you add the cost of health insurance, taxes, office space, etc. I'd be surprised if the fully-loaded cost of an engineer was much below $30,000/month. Multiply those figures by 1.25-1.5x if you are looking at a really expensive hub (i.e. New York City or the SF Bay Area). Multiply again if they have 'senior' in front of their name.
  9. When did immediate mode take over the web?

    Taking a tangent for a second, the technology absolutely does exist. It's just not being applied like that. Gaikai/OnLive/PlaystationNow have been around for years, and all allow streaming video games rendered in the cloud to be played on hardware that lacks significant GPU power. I used to play AAA games on a woefully underpowered 11" MacBook Air back when OnLive still existed. Folks are even homebrewing this sort of thing on AWS GPU instances...
  10. The Go Programming Language

    By "base bindings", I assume you are referring to gl-rs? It works, certainly, but being a straight transcription of the C API, pretty much the entire API is unsafe, and you lose many of the advantages of Rust's type system and borrow checker.
  11. Algorithm Room Assignment Algorithm

    Sounds like you are looking for constraint optimisation.
  12. Underworld Based Dungeon Crawler Level

    It looks extremely good. I wish the materials (especially the units) had much higher contrast though - it's often hard to distinguish foreground from background elements in the videos.
  13. Star Trek is... special. In order for a lot of the problem solving to make sense, you tend to have to treat the Federation as a bunch of idiot-savants tooling around the universe in ships that they barely understand how to operate. Their ability to perform research and development in real-time is something that not even the more advanced in-universe races can match.
  14. In several instances, they do. Someone (Duncan Idaho?) uses the effect to blow up the Harkonnen soldiers pursuing them in the original Dune. And Bashar Teg seeds them all around one of the Matre-controlled planets as a form of blockade in a later book (probably Chapter House).
  15. The Go Programming Language

    It's... quite hard to use for gamedev at the moment. Don't get me wrong, I like Rust a lot, and I think it has a lot of promise, but it's in something of a rough state right now. The nicest OpenGL abstraction, glium, is no longer being developed by its creator, and suffers from some language issues that are hard to work around cleanly. The more ambitious gfx-rs is unfortunately half way through a ground-up rewrite, and it looks like a little while till it stabilises.