all_names_taken

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  1. If I have more sound sources than there are channels, does OpenAL simply drop the most silent sounds? Is there a way to bypass their priority system to make sure the music source is never dropped, no matter how many and loud effect sources there are in the game world?
  2. Company Name

    Mashed studios sounds good... I just wonder what you would suggest me to call my studio :) All Names Taken Productions Ltd :.(
  3. Ethics in game development

    Quote:Original post by smc If the project is an ethical research project as applied to game development then your questions are not appropriate. More then likely you will not get the answers you are looking for with regard to ethics. Your questions are more along the lines of what game industry workers think, which in my mind is a survey and has nothing to do with ethics. If you want to impress your teacher (and learn to think ethically) then apply utilitarian, deontologic or any other branch of ethics to the field. For instance you could use Ross' prima facie duties as applied to decision making during game development (as a whole or parts of). However, this is more along the lines of original work. There has to published works on this topic. I suggest google scholar as a bare minimum starting point. I do not have the requisite experience to answer your questions. However, I will say that I apply a blend of Rossian and Utilitarian ethics while designing and implementing software. Most of this is done during interface design (code and user). I also apply it when taking on new projects (i.e. Is the use of the software product ethical) Did you forget Nietzsche? Nietzsche essentially argues in "Beyond good and evil" that applying logic or reasoning to ethics is a fallacy at best. So you could argue that making a survey instead of analysing shows great insight in the Nietzschean view of ethics :)
  4. Ethics in game development

    Quote:Original post by Hodgman I'd like to think it's a meaningless question as we decided a long time ago that genders are equal... There are cultural differences, and I would hardly even say the "Western world" is in internal agreement that genders are equal - although our mass media is. Indeed, the whole equality is a blatant lie and attempt at political correctness that will probably backfire quite soon. To begin with, there are undeniable biological differences between genders - just take the example of pregnancy. Some countries have tried to even out this biological difference between the sexes by forcing the males to stay home after their wife was pregnant. In some branches of industry, women or men are on average not as well suited to perform the tasks as well as the other sex can, yet these branches try to compensate for that by using nepotism and programs to promote the other sex. Another example is that society pretends that women are supposed to be dominant and masculine in their behavior, as an attempt to deny the biological differences between males and females that exist on average. As such, the 95% of women who aren't dominant, and also the 60% of men who aren't dominant, are implicitly depicted as lesser beings. This is essentially one of the most serious forms of repression of women seen in history, made even worse by the fact that it is misrepresented as a matter of tolerance to women. This just goes to show some of the most common reasons why there's no unity in the western world that (to quote yourself): "we decided a long time ago that genders are equal".
  5. Ethics in game development

    Quote:Original post by FrozenSnake I want you all to respect that I am only looking for answers from people who have worked more than 1-2 years in the industry. That is, it requires that you have been working on this for you to respond. If you meet this requirement but do not have a employment at the moment you can also reply. Not making any money off it but part of an upstart for several years now, you can decide whether that counts... Quote: Question 1 What do you think about games that depict violence? Depends on the type. If you have a game where everybody in the game world is an enemy that attacks you on sight, I think it's perfectly ok, no doubts about it. If the violence is humoristic, it's also ok. For other cases it is necessary to judge from case to case, they can be doubtful in the same sense as movies depicting the same thing. I wouldn't say violence in games is worse than violence in movies, rather the opposite - after all the player has influence over how much violence he'd like to see, and in many games killing innocents has penalties such as being unable to receive or complete quests etc. In movies, you're just fed with violence en masse and can't choose. Violence in a movie, therefore, seems more of an inevitable solution, whereas in a game it is usually the least preferable option and the player has the power to avoid using it. Quote: Question 2 In many (the majority) games woman are made beautiful or sexy. What is your perception of women? I disagree, women in games are seldom overly beautiful, they're physically unrealistic barbie dolls and they often have quite unattractive personality characteristics such as dominance, power and masculinity, more so than in an average movie. Which I in fact think is to go too far in the direction of feminism rather than to go to far in the direction of sexism, which I think is a common misconception of the game and movie industries. Rather, I think games should explore and show more respect to feminine characters displaying attributes such as shyness, submissiveness and fragility and let the game argue the lovability of such traits. In short, the games have an atmosphere of false and misunderstood urge to be accepted by feminists and political correctness similar to what we see in most other mass media forms in society - it accepts the female sex but not the characteristics that are inherently feminine and that most women - and a great deal of men too actually - possess. As such it is falsely claiming to be respectful to women when it in fact respects only 5% of them, and depicts the remaining 95% as worthless. The answer is not more feminism - because feminism today is the acceptance of powerful and dominant women - but less feminism, and instead seeing the beauty of the shy, submissive, kind and caring women that constitute 95% of the female sex. My general perception of women is that they are on average physically weaker and shorter than males, but more caring and sensitive on average. Quote: Question 3 What do you think about games where it's possible to rape woman/men in various ages unhindered? Ex. RapeLay. Haven't played any such game. To me, rape of underages is unacceptable to depict in a game. As for other forms of rape in a game, I suppose if movies can do it, then so can games. There are different degrees of rape. Violent rape is not too nice to show, but unvoluntary penetration is in my opinion acceptable to show in games, unless the male carries STDs which he risks infecting the woman with. Society is often too focused on judging acts and not consequences, which is a shame. A HIV man who is very charming and infects 100 women because he can make them consent to sex, is in my opinion a far worse criminal than a man without STDs who rapes a dozen women. Women obviously do not have a too good capacity for judging which men are good and which are bad, and they're easily swayed by massmedial opinion on what guys are attractive and what guys aren't, or are affected by things such as self-confidence, which can be acquired easy for a man who is rich and a benefactor of nepotism from society. A woman judging men by their phenotype as opposed to their genotype has, biologically speaking, a dysfunction in her love and attraction instincts, or have been too brainwashed by mass media into insecurity that they do not dare to feel their true instincts in this field. Thus, as long as mass media and fashion industry undermine the confidence of women in their true attraction feelings, it can be said to be problematic that women have such a great influence over their body and the choice of mating partner matching. And indeed so long as women are regularly depicted as being more capable of choosing partners than males, in popular media - something very much comparable to a woman raping a man - then involuntary penetration should certainly be endorsed as a bread and butter component of massmedial productions in my opinion. As a male, I think some balance is needed to compensate against the constant depictions of women seducing men with the men always being unable or unwilling to resist. So, given this context, I feel that the depiction of non-consentual sex without violence (apart from minor struggling back from the woman), is perfectly acceptable and even positive to depict in both games and movies. Quote: Question 4 In some games violence are over-exaggerated to a degree that they might get banned from some countries. What do you think about that type of games? Ex. Postal. Exaggerated violence can be ok if it is done as art or humoristic. I can't comment on Postal which I haven't played. Quote: Question 5This question I ask because my teacher will probably flunk me if I doesn't ask it Do you think violence in games make kids, teens or adults more violent? I think violence in games and movies is rather harmless to kids. Sure they _may_ get a bit more violent but not less morally good human beings. I'd say movies have worse effects because they build up the feeling of despair of being unable to affect what happens. Inaccurate depictions of love that lead people to false expectations from life are much more dangerous when it comes to turning kids violent and dangerous to society. [Edited by - all_names_taken on May 4, 2010 2:17:56 PM]
  6. Open source speedtree like API?

    Yes
  7. Is there any open source alternative to speedtree available?
  8. Which space partioning structure is most suitable for a "find closest triangle" query? The world is static and 2D. Should I go for bounding volume hierarchies, kdtrees or quadtrees? How would they compare in terms of lookup speed, space consumption and construction cost?
  9. Generate navmesh for heightmapped terrain

    Edit: ok it turns out they don't need to be Delaunay. The triangulation however needs to be such that its triangles do not contain points which do not lie on some edge between the walkable and unwalkable area of the map. Moreover, all endpoints on such edges need to be included in some triangle in the triangulation. If the first condition doesn't hold, characters larger than the size of the heightmap quads won't be able to path find at all. What heuristics could be used to get this guarantee for sure, and as close to Delaunay quality as possible so as to minimize the navmesh number of nodes?
  10. Seeing as heightmaps are a special case of a general polygon soup level, are there any faster and/or simpler navmesh generation algorithms for it? I know of the voxel based navmesh generation algorithm (how does it detect if a surface has a too steep slope btw), but would it be faster to use the terrain triangles/quads as a starting point and use a heuristic to merge them together to form a navmesh? I remember that the navmesh by definition needs to be a Delaunay triangulation of the walkable area (or A* through it won't work properly for several rather common special cases). Are there any heuristics that will form a Delaunay triangulation that could be used for this? Or should I stick with the voxel based approach? Fast generation is somewhat important since the terrain will be calculated at runtime.
  11. I'd like to do some procedural generation based on a seed that can be sent across network and produces identical results on both sides. My question is: does rand() in C++ standard libraries really behave exactly the same cross-platform given the same seed at the start? I heard somewhere that the number sequence generated is platform specific... In particular with RAND_MAX and all that stuff it seems a reasonable thing to believe... If that's the case, what library could you recommend to cheaply generate random numbers identically for all platforms? Basically I need this type of functionality: bool getRandomYesOrNo(float chance); float getRandomFloat(float low, float high); //random number within range float getRandomInt(int low, int high); //random number within range The quality of the distribution etc isn't overly important unless the range is very narrow e.g. 5-20 integer elements or such. Performance is more important for my purposes.
  12. What's the state of the art technology for texturing a large landscape? For geometry LOD, I'm using a quadtree based algorithm to find patches (with skirts) to render and uses vertex texture fetch to obtain heights from a single mipmapped floating point height texture. What options are there? Mega textures? Manual detail texture + main texture? Using same or different shader for different LOD on the patches? How incorporate normal maps (especially sweet for rocky ground!) in a good way?
  13. path-finding in buliding

    Would this special case handling be possible to auto-detect during navmesh generation, to produce some form of hierarchical graph even in a general scenario where e.g. floors may be at different height in different parts of the map (say, there are multiple buildings next to each other or similar)?
  14. If you're using strings as enums then your biggest problem isn't the performance, but the fact that you've taken away the compiler's ability to detect bugs for you.
  15. Strict OO principles vs. speed

    Quote:Original post by BattleMetalChris I've been told that in games programming, a lot of OO principles such as encapsulation are mercilessly ignored in favour of having things run as fast as possible? Is there any truth to this and to what extent can you get away with bending the rules? I've been reading Scott Meyers' Effective C++ (3rd Ed.) and a lot of the tips in there, although they make for rock-stable code and ease of use for others using anything you write it does strike me as adding a lot of extra overhead when you're stretching computing power to the limit. If you know what you're doing you can get both 100% optimal structure and 100% optimal performance most of the time. Where there is a conflict, you must try the different options with profiling, or reason about how much they contribute to total costs, cache misses, or will the extra instructions just be swallowed by IO latencies performed elsewhere and so not be a cause for worry, etc... This is as much an art as a science to master, and takes time to get better at!