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davedx

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About davedx

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  1. davedx

    mmo question

    I think the main reason it'd be difficult for an online community to make a game is the organization required. Sure, you have things like sourceforge, but collaberating on programming projects is so much better if you're all in the same room. e.g. the network code has a weird glitch in it. Do you: a) fire off an email to a guy in a different time zone b) walk over to him and figure out what's gone wrong This applies to pretty much any team based software development. Sure, there's heaps of tools out there to facilitate remote collaberation, but in the end it's a lot more efficient and productive to have everyone in the same office.
  2. How about using influence maps to determine where a player should run with the ball? Faster runners, better tacklers have more influence, and so on. Just an idea :)
  3. davedx

    Strong AI vs. Weak AI

    Quote:Original post by IndigoDarkwolf This may sound silly, but wouldn't any programmed AI be a weak AI by definiton? I mean, even neural network simulations produce answers by following blind rules, but its the best model of the human brain we've conceived so far. Even a reasoning engine is still following what ultimately are blind rules to create the reason it's simulating. Just as a philosophical point, where would the line be drawn? The human brain is just a big neural net though too. The only difference is how we've been programmed, not whether we are or not. We're programmed by past experience (learning - something neural nets are good at) and hardcoded genetic coding. Both of these are things we can do in software too. I think it's an interesting discussion personally. I don't think as an AI programmer I'm necessarily quite so uninterested in the philosophy underlying AI; maybe it's because my first introduction to AI was from a psychology curriculum, as opposed to a machine intelligence one. As far as strong AI goes, I'm certainly not working on a project to develop it though! Don't want to build skynet just yet... :)
  4. davedx

    Guidance Needed

    I was in a similar situation as you, I was competent with C and C++, and wanted to learn how to program games with them. Personally I do feel I learned a lot quite quickly by doing DirectX tutorials. I started off with these ones first, which were a very basic introduction to DirectX. They're a bit dated now (DX 8), but are a good introduction. Just load the projects into Visual Studio, get them running and read the source code. I then went on to try and make a game. Like others have said, learning how to build a basic game framework is a must - get your window up, have an update loop that passes the DT through to the game's components, then a render loop that draws everything. Try to keep things object oriented so you don't get bogged down in nasty C-style code. After you get that far, it's really all just expanding your knowledge and learning more technical skills. DirectX alone is a huge API, but I found once I knew the basics, just looking at the API documentation was often enough to get me started on other sections. The learning curve is steep but it doesn't have to be too slow. You just need to be dedicated! Good luck.
  5. davedx

    XBOX 360 Recall

    AFAIK, most (all?) of the release 360 games only use 1/3 CPUs. I'm not entirely convinced us devs will embrace all this multiprocessing power. Making games these days is complex and time consuming enough without parallel programming thrown in too! </moan>
  6. Hey :) Working on a level editor application, and we need to find some (free) icons (.ico/standard sized .bmps) for the scenegraph window. Looking for icons for things like a mesh, camera, light, portal, spline, and so forth. Just spent the past hour and a half coming to the realization that google pagerank has pretty much destroyed the "useful information finding" capacity of the web... no luck finding anything remotely good. If anyone knows of any icon websites that might offer those kind of things, I'd greatly appreciate it! Many thanks in advance!! Dave
  7. davedx

    The Game Industry

    Breaking In Checklist - shameless plug I'm afraid ;) I've been in the industry for a year... 26, Computer Science with Honours. Just want to emphasise the portfolio thing, what jpetrie said is bang on.
  8. davedx

    recomendation needed

    If your long term is to work in the games industry, I would try and stick with C++. VB is good to learn basic programming with, and is marginally easier than C# for learning. C# is viable for indie game development but not pro.
  9. davedx

    Tracking program memory usage

    Detecting and Isolating Memory Leaks (MSDN) MSVC has pretty decent support for tracking memory leaks at least, though not so much actual usage... you'd want some kind of profiler for that, though you can always just use the task manager to see total usage.
  10. Quote:These games wouldn't run too well on older hardware anyway. Bull. After applying some 3rd party patch for BF2, it ran fine on my AMD 1.1Ghz here at work with its MX440. Sure, it didn't look AWESOME but it was perfectly playable, and a fan of BF wouldn't have minded at all (i.e. the guy sat next to me!) :)
  11. The freezes in WoW are more likely to be related to some network critical code I'd imagine. I'm pretty sure WoW does stream in a lot of the terrain though, so that part's probably multithreaded... As for DX, well, any graphics API that runs on modern hardware is naturally going to be parallel, since the rendering is done on the GPU. DX basically sends 'commands' via a buffer to the GPU, which does the actual rendering independent of whatever's running on the CPU.
  12. A troll, hence I didn't reply to him :) It's cool...
  13. Thanks for your answers, I appreciate it.
  14. Hey, I've been in the industry for a bit over a year now and have a fair idea of how most things work, but one thing I think I could improve on personally is the organizational/process side of special effects programming. Thought I'd post on this forum to see if anyone has any ideas or experience of how this can be done effectively and with minimal hassle. My experience is that you often get issues with fx programming because of the nature of the relationship between art and code... artists naturally have the best idea & often authority of how things should 'look and feel' (particularly the art lead of course); but with fx programming, a lot more control is in the hands of the programmer responsible. Whereas with a 3d model, the artists & animators control pretty much every aspect of how something looks in the game, with fx they might just produce some particles or something else trivial then the coder will do the rest. I've been thinking about the whole 'cabal' model used by Valve, where an artist might pair off with a programmer for a kind of intense development relationship of the effect... but I'm not really sure what the best way of doing things are. So my question to people who've worked in a medium-large size gamedev team is, what do you think the best way of organizing the process of effect development is, in terms of who's involved, who has the final say, how things are best scheduled, and what kind of QA would be involved? Any feedback or further discussion on this topic is very welcome, I'd love to hear from people who've worked on effects a lot in gamedev. Thanks :)
  15. davedx

    PlayStation 3 Development Website

    Thanks :) If anyone's interested, I've added a fairly extensive checklist for programmers trying to break into the games industry. That can be found at http://ps3dev.info/breaking-in.html - a version for artists may be forthcoming too, we'll see.
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