[QUOTE=Fourier;50123929]Nice! I once sent idea of new snake game to them but never got an reply.
I think you will have nice time there.[/QUOTE]
I hope so! But we're not in yet.
Also, for me this opens up the discussion about [I]game industry work experience[/I] vs [I]a game degree[/I]. I know there are a lot of polarizing opinions on this subject, but I'd love to hear from people that have worked in the game industry that got in either through a diploma or through work experience.
I'd love to hear from people in WAYWO. I know generally people aren't too excited about game education, but I study at a prestigious school and the diploma would be quite valuable. How about working in a AAA position? Would that mean the piece of paper is preferred more than a few years work experience?
Dropping out of college for a job would be a tremendously large step, and I'm very afraid that it could backfire and ruin my opportunities. Can somebody ease my mind?
Depends what you study in this game degree, if you study math and programming, then it's ok.
Also how much time you have left until you finish this degree? If you are 50% then just finish it, but if you want to drop out you can always go study back later this or other degree.
[QUOTE=Fourier;50124494]Depends what you study in this game degree, if you study math and programming, then it's ok.
Also how much time you have left until you finish this degree? If you are 50% then just finish it, but if you want to drop out you can always go study back later this or other degree.[/QUOTE]
I'm in my first year. Can you really always go back later?
[QUOTE=Asgard;50124638]I'm in my first year. Can you really always go back later?[/QUOTE]
In most countries you'll get credits for each module, or semester, that you complete. These will carry forth and allow you to enter straight into say third year, after having completed two prior years, even with a gap in between.
This is of course subject to the university, and if they deem your prior education to be similar enough for direct entry, but generally you can always come back to the same degree.
[QUOTE=NicDasomeone;50124657]In most countries you'll get credits for each module, or semester, that you complete. These will carry forth and allow you to enter straight into say third year, after having completed two prior years, even with a gap in between.
This is of course subject to the university, and if they deem your prior education to be similar enough for direct entry, but generally you can always come back to the same degree.[/QUOTE]
Oh right, yea that sounds familiar. But I'm 99% sure I'd have to finish the first year for that. Which I'm going to do regardless. Cool
[QUOTE=Asgard;50124672]Oh right, yea that sounds familiar. But I'm 99% sure I'd have to finish the first year for that. Which I'm going to do regardless. Cool[/QUOTE]
In that case, go for it!
Finally get to fix things that I should have done a long time ago.
Don't know why I put off settling these fundamental issues for so long.
I overhauled various things:
- Abandoned the old walking algorithm. That walking sequence was really smooth, and had inverse kinematic too, but there's several problem with it. The collision shapes was limited to boxes only. This means you can't have proper collision with complex objects. I don't know why it didnt work with complex objects. Not to mention there's a lot of calculation going on, so it affect speed too. And we had to create a separate limb for every object there is for collision. And so on
- Currently using combined limb manipulations and object animation for object animation instead. Probably can setup some kind of IK with it.
But we have to jump now to get to places. No auto-jump like before.
- Now we can have proper collision with complex object. It's possible to complex object like a room model with proper collision now.
- Added more effects to make the world looks more subtle-ly cybery. Not sure if we can see it from the video though, it's a little bit low-res.
[video=youtube_share;geKWA_8--NQ]http://youtu.be/geKWA_8--NQ[/video]
Just noticed, where is my scanlines? wtf Fraps
[QUOTE=voodooattack;50120628]I'm not doing any synchronization of any kind.[/QUOTE]
How are you outputting to console without it being mangled? Because without synchronization there it would definitely be mangled.
[editline]13th April 2016[/editline]
Wait, according to C++11, output must not trample. So there is definitely some synchronization there.
[QUOTE=awcmon;50123070]speaking of markov chains, I've made my own pretty recently. i neglected a small mountain of homework and i have two midterms tomorrow. whatever. i think it was worth it.
here's some samples of what it put out. I threw in a university alert message, some crappy gary stu love story one of my high school classmates wrote (its so bad i remember it to this day), and some shitty memes
honestly, i did his shitty story a favor[/QUOTE]
How did you read the source material? I'm putting words and punctuation in as their own tokens, and it's also unfortunately reading non-tokens like the copyright at the beginning of the page. I think that if I can optimize that aspect, it will come out much more intelligible
[QUOTE=ECrownofFire;50125075]How are you outputting to console without it being mangled? Because without synchronization there it would definitely be mangled.
[editline]13th April 2016[/editline]
Wait, according to C++11, output must not trample. So there is definitely some synchronization there.[/QUOTE]
Not at all:
[cpp]const JSStaticFunction NX::Globals::Console::Methods[] {
{ "log", [](JSContextRef ctx, JSObjectRef function, JSObjectRef thisObject,
size_t argumentCount, const JSValueRef arguments[], JSValueRef* exception) -> JSValueRef {
std::string output;
for(int i = 0; i < argumentCount; i++)
{
output += NX::Value(ctx, arguments[i]).toString();
if (i < argumentCount - 1)
output += " ";
}
output += "\n";
std::cout << output;
return JSValueMakeUndefined(ctx);
}, 0
},
{ "error", [](JSContextRef ctx, JSObjectRef function, JSObjectRef thisObject,
size_t argumentCount, const JSValueRef arguments[], JSValueRef* exception) -> JSValueRef {
std::string output;
for(int i = 0; i < argumentCount; i++)
{
output += NX::Value(ctx, arguments[i]).toString();
if (i < argumentCount - 1)
output += " ";
}
output += "\n";
std::cerr << output;
return JSValueMakeUndefined(ctx);
}, 0
},
{ nullptr, nullptr, 0 }
};[/cpp]
I mean std::cout is synchronized in the standard library.
[editline]13th April 2016[/editline]
Notice how it's all concatenated before passing to std::cout.
[QUOTE=ECrownofFire;50125458]I mean std::cout is synchronized in the standard library.
[editline]13th April 2016[/editline]
Notice how it's all concatenated before passing to std::cout.[/QUOTE]
Maybe, although when I output to std::cout directly it becomes garbled.
Just realized that the 3D audio was inverted in my last video but didn't notice since my speakers were plugged in the wrong way.. :downs:
Anyways, fixed that and also tweaked the Ai a bit, made them able to throw grenades when they feel like it. Also made the explosions look a bit better, improved some sounds, added some gore (not in the video cause there's nothing that fights back yet) and added some battlefield chatter to the soldiers
[vid]http://webm.land/media/m3p0.webm[/vid]
[QUOTE=awcmon;50123070]speaking of markov chains, I've made my own pretty recently. i neglected a small mountain of homework and i have two midterms tomorrow. whatever. i think it was worth it.
here's some samples of what it put out. I threw in a university alert message, some crappy gary stu love story one of my high school classmates wrote (its so bad i remember it to this day), and some shitty memes
:snip:
honestly, i did his shitty story a favor[/QUOTE]
I just burst out laughing in the middle of my school library reading that. That's fucking amazing.
[QUOTE=Asgard;50124638]I'm in my first year. Can you really always go back later?[/QUOTE]
still, if all you have on table is monthly pay, then don't drop out. If you want money, then just find something simple, so you can have 300€.. if you live with parents, that should be more than enough for anything.. weed, alcohol, gaming pc (over months), sport, w/e
I Dont have a video to show but I have been working on allowing you to communicate with skype through Lua, Of course ms removed the old API and now you have to apply for access so its kinda annoying to work with but either way you can do this like this to make really bad generic bots, But I implemented a garrys mod like hook systems for almost all evens such as when someone messages you, You call them, They call you, They go online etc as well as most Skype controls. I also implanted a timing system like Gmod because im so used to Gmod lua and plus its nice to use. Here is a sample (I know my Lua is not clean :c also just in case you have no realized so far, This is not Gmod)
[CODE]local convoList = {
"Hey baby! Wanna chat? ;) <3 xxx",
"So what you up to hunny? xx",
"Cool, Im just rubbing my anus with cream becuase its sore, You wanna know why its sore?",
"Not gonna lie, Its totaly becuase I tried to put carrots up my ass, They dont settle well up there. xxx",
"Silly mistake, We all do stupid thing. Wanna see my noots?",
"https://38.media.tumblr.com/96b8eb35babd7792d769b2c62c6b9fe2/tumblr_narxupBU2R1tesu2lo1_400.gif xx <3",
"If you wanna keep see more of my noots, Please enter credit card infomation to keep the little kiddies out! xx (kiss)",
"http://noot.space/ xx (hug)",
"Lol im shy... xxx (puke)",
"Im into gaming, Wanna play a game?",
"www.clubnooting.com add me my name is 'noot4days'! xxxxxxxxx <3 <3 <3",
}
local userConvoStatus = {}
local first = true
local target = "sanmatch32"
hook.Add("Think" , "init" , function()
if first then
first = false
userConvoStatus[target] = {}
userConvoStatus[target].status = 1
userConvoStatus[target].waiting = false
Skype.SendMessage(target , convoList[userConvoStatus[target].status])
userConvoStatus[target].status = userConvoStatus[target].status + 1
if userConvoStatus[target].status > #convoList then
userConvoStatus[target].status = -1
end
end
end)
hook.Add("OnMessageReceived" , "Asdasd" , function(user , message)
if userConvoStatus[user] == nil then
userConvoStatus[user] = {}
userConvoStatus[user].status = 1
userConvoStatus[user].waiting = false
end
if userConvoStatus[user].waiting == false then
userConvoStatus[user].waiting = true
Timer.Simple(math.random(6,30) * 1000 , function()
if userConvoStatus[user].status ~= -1 then
userConvoStatus[user].waiting = false
Skype.SendMessage(user , convoList[userConvoStatus[user].status])
userConvoStatus[user].status = userConvoStatus[user].status + 1
if userConvoStatus[user].status > #convoList then
userConvoStatus[user].status = -1
end
end
end)
end
end)[/CODE]
If anyone wants it then let me know. I still got some more work to do, Also the UI allows for console output + allows for support of console commands to lua
[IMG]https://i.gyazo.com/c5ee287cea21f79751f228b091ad3826.png[/IMG]
Example of a spammer controllable through console commands
[CODE]local spamUsers = {}
hook.Add("OnConsoleCommand" , "Asdasdas2132123" , function(args)
--Spam Control
if args[1] == "spam" then
if args[2] == "start" then
spamUsers[args[3]] = true
print("Added user "..args[3].." to spam list...")
elseif args[2] == "stop" then
if args[3] == "*" then
for k , v in pairs(spamUsers) do
spamUsers[k] = false
end
print("Stopped all spam...")
else
spamUsers[args[3]] = false
print("Removed user "..args[3].." from spam list...")
end
elseif args[2] == "info" then
print("--------------------------------")
print(" SPAM INFO ")
print("--------------------------------")
if spamUsers ~= nil then
for k ,v in pairs(spamUsers) do
print("User : "..k)
print(" Status : "..tostring(v))
end
end
end
end
end)
Timer.Create(0 , 500 , "SPAM" , function()
for k , v in pairs(spamUsers) do
if v == true then
Skype.SendMessage(k , "Spam?")
end
end
end)[/CODE]
[t]http://i.imgur.com/p8NFZfT.png[/t]
[t]http://i.imgur.com/vcCABIp.png[/t]
Bitcoin cleaning [sp]laundering[/sp] service from the ground up, internal networking is working right now. -redacted-, all private keys for each node are recoverable through a 3 password system to re-generate the original deterministic key for each node. -redacted-
Jobs can either -redacted-. Supports multiple destination addresses. -redacted-
[QUOTE=Radical_ed;50127143]snip[/QUOTE]
You seem pretty dedicated to making this secure which makes me wonder why you posted about it on the clearnet
Made a tank game for my university 3D assignment. The premise is relatively simple, it's a top down shooter with dynamic environments and your goal is to cause as much destruction as possible without dying yourself.
[Quote]
[video]https://youtu.be/vRMcDL9gngQ[/video]
[video]https://youtu.be/3jJ20zzk9pI[/video]
[video]https://youtu.be/_GCoC8HKWnI[/video]
[video]https://youtu.be/T8veOQbSDI0[/video]
[video]https://youtu.be/5i-le9c_jiE[/video]
[/Quote]
Actually had a lot of fun with this. Might come back to the idea at a later date.
I'm presenting my modem tomorrow and talking a bit about the math and some things about signal processing, discrete-time and continuous-time signals, and that stuff. I compiled a windows binary and sent it to the woman who's running the STEM fair tomorrow so that the program is preloaded on the computer for a demo. Her reply was
[quote]...
I'll throw it all in a folder named Collin, with the files you sent today. I'm not sure the plan is, cmd brings up the prompt, but i'm sure C is not installed on that computer. also, i watched the video demo, looks like a very cool program, but i don't see mario.jpg anywhere in modem-master or the files you attached today[/quote]
:what:
I'm sure she saw the video I made demoing my program when she googled "kansas city standard" (it's one of the top results), which showed me modulating and demodulating a picture of mario. For some reason she assumed this picture of mario was significant enough to include in the github repo? Also, maybe she didn't notice the windows binaries, but "i'm sure C is not installed"? Maybe she thought I was planning to compile it ON windows with Mingw? This woman is a professor of IT...
[QUOTE=geel9;50127835]You seem pretty dedicated to making this secure which makes me wonder why you posted about it on the clearnet[/QUOTE]
It's secure but not a secret
It's security is through design and not obscurity. Also it's mostly just a portfolio project. If someone manages to bust into our server with the obstacles they face, it's probably the government, in which case, it's going down anyway.
[QUOTE=proboardslol;50127920]I'm presenting my modem tomorrow and talking a bit about the math and some things about signal processing, discrete-time and continuous-time signals, and that stuff. I compiled a windows binary and sent it to the woman who's running the STEM fair tomorrow so that the program is preloaded on the computer for a demo. Her reply was
:what:
I'm sure she saw the video I made demoing my program when she googled "kansas city standard" (it's one of the top results), which showed me modulating and demodulating a picture of mario. For some reason she assumed this picture of mario was significant enough to include in the github repo? Also, maybe she didn't notice the windows binaries, but "i'm sure C is not installed"? Maybe she thought I was planning to compile it ON windows with Mingw? This woman is a professor of IT...[/QUOTE]
Might have been referring to the C:\ in command prompt.
[QUOTE=helifreak;50128044]Might have been referring to the C:\ in command prompt.[/QUOTE]
That's even worse!
I also didn't really describe anything too telling about the actual under the hood functionality, other than it'll kill itself if you manage to fuck with it and that the private keys are recoverable.
I can't even think of how someone knowing that we derive our private keys using a bip39 mnemonic + 2048byte seed with almost perfect entropy and a 28+ alphanumeric(upper, lower + symbols) could possibly help them in breaking in, besides knowing that a brute force attempt is about as effective as shooting a nerf gun at an MBT
[QUOTE=Radical_ed;50128035]It's secure but not a secret
It's security is through design and not obscurity. Also it's mostly just a portfolio project. If someone manages to bust into our server with the obstacles they face, it's probably the government, in which case, it's going down anyway.[/QUOTE]
I assumed you intended to have it be used by other people, in which case knowing your identity is very valuable.
[editline]14th April 2016[/editline]
How effective would your security be with a gun to your head
[QUOTE=geel9;50128063]I assumed you intended to have it be used by other people, in which case knowing your identity is very valuable.
[editline]14th April 2016[/editline]
How effective would your security be with a gun to your head[/QUOTE]
True, but I didn't mention the service name and figuring out that a service that exists and this service are the same would be p. impossible. I'll modify the post though, just for safety's sake.
(if in the future I am ever held with a gun against my head I am gonna come right out and say that I only have one of the passphrases to the private keys, my other partners each hold one)
[editline]14th April 2016[/editline]
removed any identifying info, would be great if you'd update your reply to reflect that
Getting closer to Ludum Dare, and ProtoGL is getting closer to where I want it to be before the competition. The number of hours I've put in recently is absolutely ridiculous, but so worth it.
The ECS architecture is all in and working now, and I got over the assumption that attaching functionality to an Entity breaks the pattern and is "wrong."
In the Shitty Demo Game(TM) (which took me about 15 minutes to reconstruct after the architectural change), the enemies are generated using the following function.
Ignoring the ridiculously unreadable ternaries, I'm pretty happy with how it turned out!
[CODE]
var Enemy = function() {
//NB: ridiculous ternaries ahead. Turn away now if you like being able to read code
var velMag = randomBetween(30, 75), //magnitude of the entity's velocity
r = Math.random();
//generate a velocity either positive or negative along a single axis only
var dir = r < 0.25 ? 0 : r < 0.5 ? 1 : r < 0.75 ? 2 : 3;
var xVel = dir === 1 ? velMag : dir === 3 ? -velMag : 0,
yVel = dir === 0 ? velMag : dir === 2 ? -velMag : 0;
var velocity = new Vec2(xVel, yVel);
//set the rotation of the entity so that it points in the right direction
var angle = dir === 0 ? 180 : dir === 1 ? 90 : dir === 2 ? 0 : -90;
//generate an initial position
var position = new Vec2(randomBetween(50, GAME.width - 50), randomBetween(50, GAME.height - 50));
//set the absolute pixel dimensions of the entity
var dimensions = new Vec2(30, 30);
var entity = new Entity("enemy");
entity.addComponent(new Sprite(0.25, 0, 0.5, 1));
entity.addComponent(new Transform2D(position, dimensions, velocity));
entity.addComponent(new AABBCollisionBox(dimensions));
entity.components.transform2D.angle = degToRad(angle);
entity.onUpdate = function() {
var transform = this.components.transform2D;
//create a looping behavior through the edges of the screen
if (transform.position.x + transform.dimensions.x < 0) {
transform.position.x = GAME.width;
}
else if (transform.position.x > GAME.width) {
transform.position.x = -transform.dimensions.x;
}
if (transform.position.y > GAME.height) {
transform.position.y = -transform.dimensions.y;
}
else if (transform.position.y + transform.dimensions.y < 0) {
transform.position.y = GAME.height;
}
};
return entity;
};
[/CODE]
Onto a bunch of cleaning up and a few more capabilities before I'm ready for the compo.
[editline]13th April 2016[/editline]
Also I got a job as a webdev today yaaaaaay
Since there's more movement here, and it's more of a chatting point rather than a call for help, what do you guys do to keep motivation on longer projects with shitty boring shit, and what good content is there to help me build a solid and simple framework to build my stuff upon?
I want to develop an engine and build a simple game on top, but I'm having trouble getting off the ground due to me being a huge dork and getting stuck trying to polish small code that there's no reason to. I know enough to actually do it, but I keep getting stuck on that. And the worse is that I'm well aware and I just can't get ahold of myself.
[editline]14th April 2016[/editline]
Fuck, I want to use all my cool code snippets on something rather than just some shitty gifs :(
[QUOTE=proboardslol;50125136]How did you read the source material? I'm putting words and punctuation in as their own tokens, and it's also unfortunately reading non-tokens like the copyright at the beginning of the page. I think that if I can optimize that aspect, it will come out much more intelligible[/QUOTE]
I was lazy and didn't bother doing anything special so I just split it by spaces only, so the punctuation is attached to the words
[QUOTE=JohnnyOnFlame;50128615]Since there's more movement here, and it's more of a chatting point rather than a call for help, what do you guys do to keep motivation on longer projects with shitty boring shit, and what good content is there to help me build a solid and simple framework to build my stuff upon?
I want to develop an engine and build a simple game on top, but I'm having trouble getting off the ground due to me being a huge dork and getting stuck trying to polish small code that there's no reason to. I know enough to actually do it, but I keep getting stuck on that. And the worse is that I'm well aware and I just can't get ahold of myself.
[editline]14th April 2016[/editline]
Fuck, I want to use all my cool code snippets on something rather than just some shitty gifs :([/QUOTE]
As someone who suffers big time with motivational problems and a ridiculous need to perfect and understand what I have before moving onto something else, I feel your pain.
My first advice would be to reconsider making a game engine if your goal is to produce a game - you don't need to write an engine to write a game.
If your goal is indeed to write an engine as a learning process or for personal use, the success I've had with ProtoGL has come from never really writing a game engine, instead contributing back to a base framework by way of using it to start new game projects and adding capabilities that each game has required in a logical and modular pattern. Motivation to work comes from having clear concrete and short-term goals and incrementally more interesting things to show off as a result.
Recently I've been doing a lot of actual engine work because I want to start making more complex stuff and I'm not willing to use a third party engine, but the result of the work I have been doing was a complete and utter mess that needs to be improved and actually planned out before I can get back to incrementally adding to it it. This large workload is entirely my fault due to a lack of planning, and is entirely down to a desire to learn and resultant refusal to use something that will shortcut the work for me. If my goal was purely to make a game that is technically sound and complicated, I would naturally go and use something that already does a lot of the work for me, of which there are hundreds of solutions ranging from extremely basic to just as complicated as what I've decided to do (think Game Maker all the way through to Phaser JS)
One resource I found extremely useful in coming up with my more recent architectural decisions is Reddit's /r/gamedev - asking questions and searching for what other people are asking and actually committing to reading comments can be an incredible source of real-world knowledge and help. It's been particularly useful in helping me to understand the Entity Component System architecture. My general research pattern when starting something I've not done before is first Googling "X tutorial" and reading a [i]range[/i] of examples/outlooks to get an understanding of the problem and inevitable range of solutions, then when I start having specific questions I move onto communities like StackOverflow and Reddit to get the low down on specific answers.
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