Screens of Projects

This is a discussion on Screens of Projects within the Game Programming forums, part of the General Programming Boards category; Nope, that's definitely DOOM III, no doubt about that. Behold, my mad MSpaint skillz!...

  1. #16
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    Nope, that's definitely DOOM III, no doubt about that. Behold, my mad MSpaint skillz!
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    Well, there are a few things wrong with your code:

    1) It does not work.
    2) It does not work.
    3) It does not work.

    Hope this helps.

  2. #17
    *******argv[] - hu? darksaidin's Avatar
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    Thats what I got so far. Reads one or more q3 bsps, supports alpha tested texures, blending and curved surfaces with variable detail. When it's finished it's supposed to be a landscape engine that uses BSPs for the buildings (or dungeons)in the landscape, but right now it lacks even the most standard things like collision detection inside a bsp or animated models.
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  3. #18
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    have fun w/ collision detection

  4. #19
    *******argv[] - hu? darksaidin's Avatar
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    Originally posted by Silvercord
    have fun w/ collision detection
    It will be the last thing I do.

  5. #20
    Pursuing knowledge confuted's Avatar
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    Hmmm... this is *almost* worth posting a screenshot A big thanks to Coder for helping me out with the model loading.
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    Away.

  6. #21
    *******argv[] - hu? darksaidin's Avatar
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    What model format are you using? MD3? Do you interpolate the model frames?

  7. #22
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    md2 right now, and not yet. I have to do some more research and stuff... and optimize the rendering code. That's the next step, actually.
    Away.

  8. #23
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    Originally posted by confuted
    md2 right now, and not yet. I have to do some more research and stuff... and optimize the rendering code. That's the next step, actually.
    I guess that will be fun =)

  9. #24
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    Here is a game I worked on:
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  10. #25
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    that looks nice wizard. Is that something you are doing at zombie?

  11. #26
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    Originally posted by Silvercord
    that looks nice wizard. Is that something you are doing at zombie?
    Thanks!

    Well its a screen from the game at Zombie I was working on. That screen is nothing particular that I was working on. The quality is kinda bad, it looks better then that
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  12. #27
    Crazy Fool Perspective's Avatar
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    Originally posted by MrWizard
    Thanks!

    Well its a screen from the game at Zombie I was working on. That screen is nothing particular that I was working on. The quality is kinda bad, it looks better then that
    that looks really good . what exactly did you get to work on? must be cool working on a project of that calibur.

  13. #28
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    Originally posted by Perspective
    that looks really good . what exactly did you get to work on? must be cool working on a project of that calibur.
    Thanks.

    I worked on implementing pixel/vertex shader primitives into the Unreal Engine. I made a new primitive that supported multiple shaders on static meshes. I also made a few "triggers" using Unreal C.

    It is pretty cool working on a professional title but it definitely has its downsides.
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

  14. #29
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    What are some of the downsides? I just want to know what being on a professional development team is really like, because there's the idealistic vision we all have and then there's the real world, you'd be helping a lot of us out by telling us what the real world is like. If I'm not mistaken though you are still new to all of this, you just received internship there only this summer (meaning you couldn't've been there that long right? maybe a few mos)

  15. #30
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    Originally posted by Silvercord
    What are some of the downsides? I just want to know what being on a professional development team is really like, because there's the idealistic vision we all have and then there's the real world, you'd be helping a lot of us out by telling us what the real world is like. If I'm not mistaken though you are still new to all of this, you just received internship there only this summer (meaning you couldn't've been there that long right? maybe a few mos)
    Yea I only worked there for a few months over the summer. Also this is the only professional company I have been with so my experiences are based soley on one company. However, I do have many friends who work in the industry at companies such as Sierra, NST ( Nintendo Software Technology ), Gas Powered Games, Handheld Games and some others and I hear the same things from them.

    Where to start? First of all get ready to work grueling hours without compensation. I'm talking sometimes 70-80+ hr weeks. I hear this is not exclusive to the game industry though. You won't be working these hours every week but when a milestone is approaching you will certainly have to in order to complete your work. I did not have to because I was an intern. A milestone is basically a deadline where a list of new features and fixes need to be finished for the publisher. Speaking of publishers, you will have one for your game. In our case the game is published by Atari. You will get non-technical people from Atari coming over and demanding the most ridiculous changes. And guess what? Since they are paying the bills you had better change it. It could be the stupidest thing you have ever heard but you will do it and like it. Milestones are pretty demanding on everyone. In an ideal world you would design everything fully and test everything extensively. Well, time is money. Often you will be forced to release code that you feel is not ready. Your boss usually won't care about the code but just the end result ( pretty pictures ). Also it is different when people are waiting on you to finish coding something so they can work on their tasks. Having people rely on your code is something I was used to from school fortunately. Also documentation plays a big role. You always hear comment, comment, comment. If you don't comment when you get in the industry you probably will by the time you leave. You will no doubt write some code in the beginning and everything will be fine. Then weeks/months later someone will e-mail you saying its broken and fix it. Unless it is a small function or something you may not remember every aspect of how it worked. Comments will definitely help out in that respect.

    Well I think I'm done with my rant for now. There are plenty of positive things too. I got to meet many contacts and very cool people who worked there. I learned a lot techically and also learned a lot as far as team dynamics go. If you have any questions or comments you can PM me if you'd like.
    "...the results are undefined, and we all know what "undefined" means: it means it works during development, it works during testing, and it blows up in your most important customers' faces." --Scott Meyers

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