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Dmytry

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  1. Released to Early Access yesterday.   I have to say developing this game felt so much harder than The Polynomial (the first). I don't know if it's me getting older or just the much larger complexity of the new game, probably a bit of both.   Here's a trailer:   https://www.youtube.com/watch?v=EU0HHxiLxCQ   Rambling note on the trailer: Trailers are a lot more work than you originally expect. First off I was trying to make a trailer by traditional means but in the end I ended up scripting it all in Lua and recording a replay of me killing some enemies for the first person segment (also using Lua, dumping controller state on every frame to a file). Used the engine as a sort of an indie low key source filmmaker. That turned out to be much easier than editing actual videos.
  2. With regards to gaming journalism: when you have something free to read and it talks about products and it has ads for said products on the sidebar, it doesn't take a Sherlock Holmes to figure out that perhaps it is somewhat less than unbiased source. Everyone understood that just fine. It's clear, it's in the open. There's nothing to 'gate here. We all know. It's not even particularly unfair, because it's predictable and a business transaction.   And no, game journalists won't lie negatively about your game. However, some other people will.   There's this phenomenon which is extremely dangerous to indie game developers: when you have 100 000 customers, and millions just walk-in-look-at-the-product-leave people, the absolute worst problem customers are very, very, very bad people. There's no other way to put it. (Within 100 000 of the general population, there's a handful of murderers, hundreds rapists, etc. When you look at the worst out of 100 000, it's very bad. You get an unexpected publicity boost, and with no exaggeration you're going to interact with the worst people you could possibly meet over several normal lifetimes. You will also interact with the best people, but you can't notice that so much, unfortunately!)   So what emerged over the time is that there's this hate crowd - I don't know what's their problem but they're unemployed and sometimes mentally disturbed individuals who don't have much going on in their lives. And they spend far more time online than normal people do. And they will hate you. They're a very small percentage of your userbase, but they're very loud, and they emit a signal attracting more individuals of the same type, who aren't even your customers.   They can't target everyone, they pick targets (who would be minorities[within game development], or troubled, or the like).   So, some game developer got revenge-porned by an ex, and this damn crowd is on it, and the gaming journalism, this crowd doesn't care about it with the exception that they also hate anything that's good about game journalism - that the game journalism is generally on the game developer's side rather than on the hate crowd's side, that game journalists delete violent threats, etc (and which they do out of good will, irrespective of whenever you paid them or not).   So what an indie game developer can do about it? I don't have much time right now but my understanding is that one has to stay away from the social media, and apparently, has to choose their exes as carefully as a movie star would. It's a difficult situation.
  3. I would get a lot of cheap motherboards and non top of the line CPUs, inside an Ikea cabinet. Something along these lines: http://duncsblog.com/2013/10/04/ikea-filing-cabinet-meets-supercomputer-meet-helmer-air/   But then, I mostly need distributed computing for 3d rendering and such - not a gaming rig by far.
  4. score: 6, self employed, been procrastinating a fair bit lately instead of working, got enough cash anyway.   Not on topic but:   I recall reading that weight loss and insomina questions give bonus points to medications which cause weight gain and sleepiness (similar assessment scales get used in one or the other part of drug trial), and are responsible for a sizable fraction of the above-placebo response of anti-depressants.
  5. It is difficult to estimate actual impact on sales. Most of sales of my game (and most of the revenue) comes from discount sales (Steam Summer Sale events, etc), so it is clear there is a lot of people who would buy it for a reduced price but would not buy it at a full price. Note that these people *did* buy it at a reduced price - it is entirely false to say that those who wouldn't buy it at the full price were not willing to pay anything at all.   It would seem that a huge fraction of pirates would pay something, like $1 .. $2 voluntarily, if they had to login with their credit card at all, and even bigger fraction would pay up if they only could obtain the game at a discount sale. And they don't, and so there is a very significant loss of revenue, easily well over 2x less revenue for indie games based on how discount sales seem to work on Steam.   edit: Some gameplay alteration which goes public (like in that game), that's clever. Subtly broken gameplay (e.g. camera jitter) to punish pirates is ridiculous. It decreases the likelihood that friends of a pirate buy it, potential customers are reading pirate's reviews, etc.
  6. Well there's the issue that most experts online are amateurs... and a lot of expertise is made up / faked on spot. Goes for any forum really, and for real world as well (people good at faking expertise often get promoted). What is good about this forum is that besides this faker majority which is present everywhere, there's also plenty of people who actually know things they are talking about. Which is more than can be said about most places.
  7.   I watched it some a while back... from what I remember it doesn't seem to represent independent professionals, as in, folks previously employed to make related software who nonetheless decide to go without a publisher. If you know how/what to do there's a lot less drama, you saved up some money, etc etc.
  8. Not really pointing out an error in the first part, just explaining that what you originally wanted to do - concatenate sequence of SRT into a single SRT where S scales using a vector that represents scaling on different axes, is (technically speaking) impossible - you indeed need a full blown matrix here, or if you want to optimize a tiny bit, 3x3 matrix and translation. That's because sequence of R S R can produce scaling along the diagonal, which you can not represent with one S R T . (I am assuming matrices apply in left to right, i.e. directx order) edit:However if you are certain you only use non uniform scaling as the first transformation applied, then it can work. If U is uniform scaling and you only have S R T U R T U R T U R T .... sequence, then you're in the clear. Second is indeed providing with an optimization. In my software I have a class that does rotation using quaternion and translation using a vector, it works pretty much same from outside as a matrix. The reason I'm using that is not so much optimization as convenience when doing physics or especially when interpolating rotations between frames (which I do because I run physics at constant framerate). In your case I'd probably just convert to matrices then multiply those together, I'd probably use 3x3 matrices with translation rather than full blown 4x4 , basically, you assume the right column (or bottom row, depending to convention) is always 0 0 0 1 .
  9. You could have a transformation that rotates by 45 degrees, then scales the x axis by a half, then rotates back. This transformation can not be represented with scaling vector, it happens along an axis that is at 45 degrees.   For the rotation and translation, your transform is like   V'=rotation*V+translation   and for two transforms, it is   V'=rotation2*(rotation1*V+translation1)+translation2 or V'=rotation2*rotation1*V + rotation2 * translation1 + translation2 so you multiply your rotations and you add translations after multiplying the earlier translation by the later rotation.   The multiplication by rotation here means rotating by a quaternion, i.e. represents Q*a*~Q where ~ is inverse.
  10. I sell through Steam, self-published. Yes, I would recommend starting a company for that, though I released when I ran out of money for forming a corporation, so I released it as an individual. I have the advantage of living in EU where frivolous lawsuits against individuals are easier and cheaper to get thrown out. I'm not sure anything I say is relevant to you as I am dealing with international taxation. In any case, it will not be very difficult but I'd recommend having an accountant so that you can apply for the deductions and the like. Valve will report from their end to the IRS, but you may need to report to the IRS as well. Re: analysis, yes, they'll look at your game and see if it is any good. Or that's how it was in 2010. Now they got greenlight, but they still review. Steam is a quality portal. And the advertisement slots you get depend to how well your game is doing. I got lucky to be spinning in the main banner rotation (on the Steam homepage) for a whole week plus on the holiday sales. Re: the warz, I was tad surprised at shitstorm. I guess it is some sort of stupid viral thing.
  11. Investing that reliably pays your bills without you having to work is when you end up owning some means of production that others need to do work. To make a small, easy to imagine example: imagine that I were so poor I could not afford a computer to program games on. Then you could invest into me, yourself owning the computer that I program games on, and take away all the revenue except for what you need to pay to keep me alive and working, which is very little. End result is that you are earning most of income from my work, and living off it. Computers are too cheap for this to work, and good programmers have leverage via their shortage, so the above scheme would not work. Industrial equipment, land, organizational structures, and so on, are expensive enough or hard enough to come by so that workers can not afford those and this scheme works.
  12. [quote name='Sirisian' timestamp='1347688143' post='4980299'] [quote name='d000hg' timestamp='1347639252' post='4980105'] I don't see why they decided to give it to charity, or make a big deal over it - that smacks of insecurity and appeasement. I'd just say "we're introducing a $100 fee" and leave it at that. [/quote] To be fair they did. They said it was 100 dollars that would go to a charity and left it at that and haven't said a word about it again. Worked well. Right when it happened I noticed the games have gotten much higher in quality and the number of games has decreased drastically. [/quote] Yea. It did cut out all the trolling. I think $100 is perfectly reasonable. Yes, it is not perfect, to some $100 is less than to others. But look at it this way: The indie does not mean 'I never had a programming or graphics design job in my life'. Steam is a portal of high quality games. The Greenlight has to cut out trolling and all those idea noobs (who used to frequent this forum) - you know the type, I am the idea guy and I have enormously awesome MMORPG ideas worth billions and why the hell nobody would join me type of noobs. Those also have to be kept out. People are stupid enough to have utterly overinflated view on the value of their ideas when they don't have to spend $100; few are stupid enough to spend $100 though.
  13. [quote name='phantom' timestamp='1345481424' post='4971539'] [quote name='EngineProgrammer' timestamp='1345429694' post='4971301'] Also, does someone have any tips for me I can use to create an efficient engine? [/quote] Yes; don't write an engine. Write a game, extract parts from it, reuse those parts in another game and repeat. In time the reusable parts will form an 'engine' as you become more experianced. Attempting to sit down and write an engine without a game to focus it will result in unusable junk which you will just end up re-writing as soon as you want to use it in any real sense. Lack of experiance making games will just make this problem even worse. EVERY good game engine out there has grown out of being used in a game (or series of games) first and then recycled. This is the only way to ensure you get something usable. [/quote] Exactly. Just make a game, with some re-usability in mind but don't over-sweat it if it gets in the way of getting game done (it shouldn't get in the way of getting things done anyhow). If you want to get a game done it may, in most cases, be better to use something like Ogre. On the timeframe, it can vary wildly with regards to what you want to do and how experienced and productive you are. Keep in mind that even old engines (Quake 2 for example) took a lot of manpower.
  14. [quote name='Hodgman' timestamp='1341897624' post='4957519'] Interesting... One reputable company that I worked for a few years back had just released a game on PSN and XBL, but was rejected from Steam. We were lucky enough to get an explanation, but all it said was "[i]this is not the type of game we want associated with our service[/i]"... [/quote] hmm what was the game? I didn't have any problem in 2010 publishing mine. Contacted 6 weeks before release, integrated some features, published, all went great.
  15. [quote name='Koobazaur' timestamp='1341434216' post='4955730'] Dmytry, that's usually what I do in a clear owner->child type of a scenario, but it may not work in the aforementioned physics attachment system, since whatever function goes on updating all your objects would probably update the child already. Hence why i said, it depends on the nature of the relationship. [/quote] Ideally, the physics should work with 2 states: current that is read only and future that is write only; this helps to make use of multiple CPUs (by making the physics independent of the order of updating). It may be useful to separate e.g. AI updating from physics updating. Ahh, and also, if physics gets different values depending to the order (e.g. two masses connected by a spring, and result depends to which is updated first), that is rather bad and makes it difficult/impossible to ensure conservation of momentum (and energy).