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  1. Mussi

    OOP is dead, long live OOP

    Great article Hodgemen, but shouldn't the title read: OOP is dead, long live SOLID-C? In all seriousness though, OOP is a vague term, I wish people would stop using it.
  2. Does t go from 0 to 1 over the duration of a single tick? If not, it probably should. When that is the case though, try to imagine what happens if you don't get a new update in time: your position doesn't get updated and the movement stops until the next update is in. There are two ways to remedy this, each with their own pros and cons: Buffer the updates and introduce an artificial delay (known as a dejitter buffer) by interpolating between older updates. This way it's more likely you'll always have an update to interpolate with, but comes with the cost of extra delay. If there's no new update in yet, extrapolate the position based on the last know velocity (or something similar) so that movement doesn't grind to a halt. This obviously comes with the drawback that your prediction can and will be wrong sometimes, resulting in overshooting the position when the player stops or going on in the wrong direction until the new update is in. Whichever one is better suited for you depends on the type of game you're making.
  3. Freelance work can be more profitable in various ways. There's the increased payout, but there's also tax benefits that you don't get with a normal salary (simply having a company can grant you some of those, but making revenue is a large portion of that). The total difference can easily be a factor of 3. Finding freelance jobs for business related applications (usually .Net and/or web based) shouldn't be that difficult if you check your local freelance websites. The payout can vary quite a bit, low range is below €40*, mid range is up to €60*ish and higher end can go up to about €100* (can go way higher for experts, but not likely to find through freelance websites). Getting those mid to higher end paying gigs can be difficult if you don't have any demonstrable experience. In my personal experience, hobbyist games/engines are way underrated by not only business people, but also programmers who don't have any first hand experience with that, so showing of your game might not be enough. A way to get around that is to offer a 'no cure no pay' solution, where they only pay you if you actually solve their problem. If you are confident that you can, there's little risk for you and more reason for them to take you on. Another way to increase your odds is by investing personal time to make a quick prototype of whatever is required to demonstrate you're the right person for the task, this comes with the risk of wasting your time, so be mindful of how much time you're willing to put in. * Based on my experience in the Netherlands
  4. Mussi

    Quaternion, why divide angle by 2?

    You can sort of find an explanation here.
  5. Yep, mood boards in my experience as well.
  6. You can do this in 3D as well, simply check if the angle between your initial velocity vector and the newly calculated velocity vector is larger than 90 degrees.
  7. Mussi

    Imperfect Environment Maps

    I love how much this technique fits your game! You can get so creative with non-general solutions :).
  8. I believe Blizzard games have 3 regions to choose from Americas, Asia and Europe. As a player you can choose to play in any of them, no matter where you live, but most players will choose a region that favors their ping and/or timezone. In their Battle.Net app you get too choose one of the regions before launching the game, data is not shared between regions. The tournaments that they host are mostly region based, they probably pick a time that suits most people in that region. For large global tournaments they can take the top teams from every region and fly them over to a single location. Is that what you were looking for?
  9. Mussi

    3ds max reduce poly count

    Have you tried "collapsing" the modifiers? The option is available when you right click your modifier.
  10. I'm sorry, I don't understand what you're saying. If you'd like, maybe you could explain it with some pseudo code? In any case, decoupling simulation from rendering should not drop your frame rate. That being said, you don't have to use a fixed timestep, if variable deltas work for you then use that. However you mentioned the problem of tunneling in your op, if you want to prevent that you'll have to take special care for when your deltas become too large.
  11. No. Generally your FPS will be higher than your simulation rate. Say you have a moving ball, in state 1 it's at x=0 and in state 2 it's at x=10. Now as you are accumulating to go to state 3, you can render the ball being somewhere between x=0 and x=10 by simply interpolating based on how much time there is left to the next state. If your halfway through to the next state, you render the ball at x=5. To put it another way, say you simulate at 10Hz and render at 100fps, if all you do is render the result of one simulation, you'll be rendering the exact same thing 10 times over. This will look the same as rendering at 10fps. If instead you take the results of two states and interpolate between them, you'll see a smooth transition from one state to the other in a time period of 10 frames. This does mean some delay is introduced (1 / simulation rate), since you need two states to interpolate.
  12. This is done by decoupling simulation rate from frame rate. Generally when people talk about 3 frames for recovery, they are actually talking about 3 ticks/steps of game simulation, not the actual displayed frames (though these can be the same). There's a great article about this that you can find here.
  13. Kryptonite. On a more serious note, ask for past responsibilities, recent problems they've encountered and how they went about trying to solve those problems. An extra interviewer in the room is also nice to have if you can spare one. Also remember that an interview is a two way street, the perfect candidate might turn you down if you don't come of right.
  14. You also reduce power consumption, which is very important om mobile but also for desktop. It's more eco friendly and makes your graphics card not heat up as much (in some setups overheating can be a problem). A totally different reason to cap rendering is to reduce screen tearing. This is achieved by using v-sync, which syncs your fps up with the refresh rate of your monitor but comes with a small latency cost. For high twitch games like most first person shooters, players will usually disable v-sync.
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