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About Kuro

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  1. Yeah, I think your code is fine. The angle is in radians, so if you multiply by 180/PI, that comes out to 58 degrees or so, which seems about right. Kuro
  2. In VS2008, try doing this: Go to Tools->Options->Projects and Solutions->VC++ Directories Then under "Show directories for:", select "Include files" Then, add to the list: C:\Program Files\Microsoft DirectX SDK (June 2008)\Include In your VS2005 installation, you probably set that up at some point so that VS could automatically locate header files, just need to do it for VS2008 too Kuro
  3. 5000? Not sure if that's a typo, but if you're drawing that many tiles, is it possible some of those are offscreen, and so you could just skip updating the position of those ones? Another possibility is maybe you could work at a lower level with the OpenGL functionality pyglet exposes. There's an article here which involves some code to set up camera etc, not sure if this would be too much of a pain for you but might help--
  4. I'd recommend using a 2d library like SDL or IndieLib, and just try making a very simple game. Most of those sorts of libraries have some kind of tutorials, or even if there's no step by step tutorial, you can figure out a lot just by reading the documentation. It's good that you are reading books... I'd keep doing that and reading stuff online too. It's really good to know a lot of the best practices and develop a good coding style and approach to getting things done. Kuro
  5. Could you create one batch, add everything to it, but then call set_position() on all the sprites every frame instead of recreating the batch to change the positions? Kuro
  6. My company has had internships for producers so they definitely exist, although not for marketing or PR (we are a small development company). Kuro
  7. I'm working on a commercial game which targets PC, 360, and PS3 and trying to figure out what technology we'll license. The approach I'm taking is to license a handful of technologies which are modular and lightweight, and can be easily mixed and matched. The last game engine I worked with was a gigantic "do everything" engine which wasn't very flexible. I really hated using it, because the entire project felt like we were bashing the engine into doing what we wanted it to do, rather than actually writing software. The game is a simple 2D, sprite-based game, so in theory we could write our own engine. However, we want to focus on making the game fun, instead of being bogged down figuring out how the SPUs work on the PS3, etc. Anyone have some good recommendations? I have been thinking about Gamebryo as a good graphics / platform-abstracting engine, but wanted to get some more opinions Thanks a lot, Kuro
  8. Thanks for the information guys!
  9. Cool, I'll look into reducing the amount loaded each frame, maybe it will do the trick. As for threading, hmm maybe it could work if it is done asynchronously. I was looking at reading from the hard drive as a blocking operation but I think there are functions like ReadFileEx or something. Thanks for the suggestions!
  10. I'm trying to get my game running smoothly on different machines, and running into a bit of a problem. ATI Catalyst control center has options where it lets you pick between "Performance" and "Quality". The problem is, if some player has their settings tuned to "quality". This turns on antialiasing, which destroys the frame rate. On the other hand, if someone tweaks their settings all the way toward "performance", it causes some textures to be downsampled which looks horrible. Is there any way in DirectX 9, to set it up so my game has control over its own settings? Thanks! Kuro
  11. I'm trying to play streaming music in my game, but it's causing stuttering in the frame rate. I was wondering if anyone knows some good technique to deal with this. I tried reducing the buffer size from 512k to 64k, but it still stutters. Part of the problem is that my game has "dynamic music" where it plays several tracks at the same time and mixes them at different volumes. I read an article on gamasutra about streaming resources which mentioned threading, but I don't think that would help on a single core cpu so threading is out of the question. I could try reducing the buffer size more, but it seems like if I set it too low, the music doesn't play correctly. Another possibility would be to read a tiny tiny bit off the disk *every frame*, but if I did that, I imagine seek times would kill me. Any insights would really be appreciated! Thanks Kuro
  12. I have a progress bar in my game which is implemented as a 3D object. I need some way to clip the portion of the object that is rendered based on the current progress value. What would be a good way to do this? I have heard of "user clip planes" but wasn't sure if that was what I was looking for. One complication is that the progress bar is not a separate model- it is part of a mesh which contains other UI elements, and the whole thing is rendered in one draw call. I only want to clip the progress bar though. If it's necessary to break the progress bar into its own mesh though, that's OK. Currently I'm using a pixel shader to do the clipping, but it doesn't work with ps 1.1 so I'm looking for a better way that doesn't require shaders. Thanks Kuro
  13. Kuro

    Slouched programmer needing advice on resume

    You have 2 years left to graduate, and your insurance runs out in 2 years right? So why are you looking for a job right now? You are intending to finish your degree, right? Why don't you write a rough draft of your resume and post it here for critique? If you have anything that could possibly pass as a demo, post it too if you don't mind, if you want advice on which one to show. Do you want to go into games, specifically? You'd probably have to work less, and get a higher salary, if you go into something else. For the demo, of course if you have lots of time (like 2 years) then you can do some cool things. If you are short on time, don't freak out too much about the demo. Something simple like a room with balls falling into it and bouncing around would at least show that you have some ability. Even if you aren't a pro at DirectX, maybe you have other strengths or accomplishments worth mentioning. They don't have to be huge. For example, if you've written some tools or little scripts here and there, that's cool. BTW, very few jobs will have you coding directly in DirectX. Unless you're Mr. Low-level Engine guy, you'll be doing graphics at a higher level of abstraction, if at all. Knowing DX can still be useful (for example, the engine I'm working with at my job has some bugs which I had to fix) but not really required. Between now and the time you get your job, try to keep improving your skills and making contacts. Learn from different sources- for example, read a book but also read some articles online, so your knowledge is both deep and broad. Keep writing code. Be smart about it but don't get paralyzed trying to figure out the "right" way to go about everything and end up doing nothing. Finally, don't look down on yourself too much, most entry level guys aren't walking in the door knowing everything.
  14. I'm interested in finding ways to become more productive. Here are a few things I've learned- -Understand the tools and languages that you use -Make tools to automate stupid tasks- most of the time, the investment will pay off. Even if it doesn't, at least you are getting experience writing the tool -Know multiple languages (not just C++) and use the right one for the right job. I've found that I can write Python much faster than C++ and it's easier to maintain -Check your code immediately after you write it (the later a bug is detected, the harder it becomes to fix) -Keep learning new things every day. Even reading a single article adds up over months/years -Get good at writing English quickly (personally I spend too much time trying not to sound like an idiot when I write e-mails but no one really cares) I recently got "Getting Things Done" which I keep hearing about. Not really sure if it's applicable to programmers so much though since it seems geared towards a businessperson whose day mostly consists of responding to e-mails. Anyone else got any tips? Thanks Kuro
  15. I missed out on a lot of CS classes in college since I had to fulfill other requirements for my CompE degree. I kind of regret having this big gap in my knowledge so I'm looking for some good books to read. Here are the courses I missed out on in college: Operating systems Networks Databases Software engineering Numerical methods Algorithms Compilers Theory of computation Man, now that I look at it, that's like a whole CS degree -_- Some of these topics might need multiple books to cover. For example I have a book called "Software engineering using Java and UML" or something like that, but it doesn't contain a lick about design patterns, so maybe if I combine that book with a book about Design patterns that would be more comprehensive. Thanks in advance for any input on this Kuro
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