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C++ & ASM dev. Lover of cache hits. Loather of pipeline stalls. Data-oriented design loon!

Anonagrog

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CRank: 5Score: 34520

Considering that the flight model is physically realistic as per classical mechanics (ie. actions relating to mass, center of mass, momentum, inertia, torque, thrust, etc.), it being a "handful" is intentional by design. If one of your ship's thrusters is taken out, you'll find the ship handles differently and may perhaps pick up unexpected yaw, for example, but that's not so much related to coded logic as it is the output from the physics system. Cargo is another exampl...

4226d ago 2 agree0 disagreeView comment

There are times when I've winced at the quality of some 'lessons' out there, generally because things get glossed over for simplicity (or brevity) more often than not, although it comes at the sacrifice of real understanding too. Sure, simplicity can be good at times, but with this sort of stuff I think you need to learn early on what's happening with your hardware, compiler, debugger, and underneath your code, to be truly competent at programming. It helps develop that mental...

4228d ago 1 agree0 disagreeView comment

One of the key things to a 'good' middleware is how easy integration is into an existing code-base.

Ideally, there would be little to no coupling with other game or engine systems, although sometimes it's inevitable depending on the role of said middleware. Umbra is one of those that can run well in isolation and with minimal interference to the flow of data typical with a renderer front-end (clear inputs and outputs). Really nice, elegant tech I must say.

4228d ago 1 agree0 disagreeView comment

@XiYakushijuAkeginuXi,

Do you really think the devs -- those folks that slogged away for years actually creating it and willingly crunching for weeks or months on end -- wanted the sum total of their efforts to result in the sort of condemnation that's come about?

I can't help but feel bad for them myself (the dev team that is). As far as being a programmer goes there are certainly plenty of industries out there that are better paying and much less de...

4229d ago 1 agree1 disagreeView comment

In the context of graphics tessellating a surface is subdividing it. Displacement mapping would then be implemented on top of this to manipulate the positional attributes of this new, higher poly surface.

4231d ago 1 agree0 disagreeView comment

Using voxel cone tracing for global illumination did receive a lot of attention, but that was around 2011/12 when Nvidia R&D showcased 'SVOGI', followed by Epic's UE4 reveal using the technique at GDC in 2012. In it's original form it is quite a resource hog, but the benefits it provides as a GI solution certainly haven't been ignored.

What's happening with 'The Tomorrow Children' is very similar to this method, except several clever decisi...

4248d ago 0 agree0 disagreeView comment

People like clinging to the idea that there's a lot of competition between devs on the tech-side of things!? Why is that?

Impressive technology is impressive technology at the end of the day; whether it comes from indies, AAAs, researchers, students, or seemingly opposing studios - it doesn't matter. As far as knowledge-sharing goes, this industry is pretty open. An individual that lets personal biases get in the way of exercising rational thought is a person not well...

4249d ago 0 agree0 disagreeView comment

Regarding the Pixar thing, I just wanted to throw in that this was the case up until a few years ago. Starting with 'Monster's University', they are now using a physically-correct GI solution that does compute multi-bounce lighting. That's not trying take away from the brilliant work Q-Games have pulled off here, mind.

4249d ago 1 agree1 disagreeView comment

"At my company we have a guy that programs in C and a guy that programs in assembly. They CAN'T even understand each other."

I find that very hard to believe.

Every C/C++ programmer out there should have experience with assembly, especially if they want to be even remotely competent at debugging their own code. C is only one cut above assembly, so if one doesn't understand how the hardware or compiler(s) works at some good level, then I don&...

4250d ago 0 agree0 disagreeView comment

This technique is designed to tackle multiple forms of aliasing. Even though it doesn't use the "AA" acronym in it's name, by it's very definition this is still 'anti-aliasing'. This is pretty much a brute-force method of AA not unlike classical 'super-sampling anti-aliasing'.

4250d ago 3 agree0 disagreeView comment

You may need to add an '/s' to the end of that post as some are bound to miss it. The funny (not really) thing is I wouldn't actually blame them for missing it either, not when considering the rampant fanboyism you see on this site at times. :P

4258d ago 8 agree0 disagreeView comment

As well intended as your comment was, it doesn't make sense to compare the differences in resolutions by looking at just the increases in pixel count. The way pixel count increases with resolution is an exponential relationship, not a linear one. As such:-

An increase from 720p to 900p represents a 56% increase in number of pixels.

An increase from 900p to 1080p represents a 44% increase in number of pixels.

If we remove subjectivity from...

4258d ago 0 agree1 disagreeView comment

That's often going to be just for senior positions. If any experience is expected it's often nearer 3, and that's still for non-junior positions.

I can only talk with respect to programming here, but I think you should be able to find a fair number of entry/junior/non-critical positions that don't rule out a lack experience. Unfortunately, near enough all will list that a person needs to have at least a Bachelor's degree in "a relevant field"; ho...

4273d ago 0 agree0 disagreeView comment

Looking at the 'disagrees' on my above comment I'm yet again surprised at how some N4G'ers seem to struggle at coping with facts and/or positive statements.

I'm pointing out just how much more open the industry is than some may think. Most of this stuff isn't even private either, as lot of it is publicly available. What about this isn't great? I can't quite get my head around how some here can disagree with what can only ever be considered a go...

4296d ago 2 agree0 disagreeView comment

Actually, it really isn't as uncommon as is being made out here.

Over the years I've accrued well over a thousand presentations and white papers from within the industry, the majority of which are publicly available if one knows where to look. This also includes sharing from hardware vendors, middleware providers, 'indies', other related industries, and universities.

You'll be hard-pressed to find any developer against knowledge-sharing, e...

4297d ago 4 agree4 disagreeView comment

Why does being on a big/AAA project make a person more knowledgeable on this subject matter than, say, if a dev were indie and/or working on a similar arcade-y games as seen here?

4306d ago 2 agree4 disagreeView comment

@Palitera,

"What does YOU'RE writing sayS about your brightness(?)"

Oh, the irony!

On a side note personal attacks over such trivialities aren't all that impressive, no matter who they're directed at or originate from.

4306d ago 6 agree1 disagreeView comment

The point is that you'll still feel the real inertia and forces that come with being on a roller-coaster.

The movement through the VR environment is synced with what the roller-coaster is doing, so not only can you look around with your head, you can also feel yourself moving through the VR scene - it's all for immersion.

4306d ago 2 agree0 disagreeView comment

Three things for you to look up: 'Pixel pitch'; 'Visual acuity'; 'Vernier acuity'.

Take the size of a pixel, then calculate how close you'd have to be to that pixel for the angle formed between either side of it and your head to be about 0.8 minutes of arc (give or take a couple of tenths). That distance will be a nice, rough figure for how close you need to be to resolve that single pixel's worth of detail. Vernier acuity is something else fur...

4319d ago 4 agree0 disagreeView comment

"As the team noted, everything in this video is rendered in-game, meaning that these are the visuals that PC gamers will get to enjoy".

That starts on the 2nd line of the 1st paragraph.

It was rendered using the in-game set-up for the engine. Even if it couldn't be rendered at interactive frame-rates it's still using the real-time rendering pipeline, so it's completely representative of what a PC rig is capable of given enough horsepower...

4319d ago 12 agree0 disagreeView comment