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User: Nurgster

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  1. Re:ugh on How Does One Become a Game Designer? · · Score: 1
    If you really are as angry as you seem, get a new job. If you have no creative input, leave


    I did leave (well, I got fired when Microsoft complained about me).

    I was the only network coder in the whole company, and no one else had any experience of anything network related (Except the network admins), so it was my job to design and implement the network artichecture for a product.

    However, because I was the youngest person in the company, my ideas were ignored by the others until I did everything myself. Even though there were 2 other programmers on the team, I had to do all the work.

    Since I've left, I've started my own company where I have complete control. While it's high risk, it's what I thought working in the games industry would be like (i.e. what the press makes it out to be), even if it is a lot harder.

    Oh well.
  2. Re:just dive in! on How Does One Become a Game Designer? · · Score: 2


    On the development side, the consensus seems to be that becoming a game developer involves being serious about it, and not just sitting around thinking about it. Check out GameDev.net for insights from professionals on how to get started.


    GameDev.Net is a site run by amatuers for amatuers (not flamebait here, not one of the staff has actually worked for the games industry, and very few of the articles are from people in the industry). For a site aimed at professionals, however, use GamaSutra

    (Disclaimer: I moderate the Linux forum at GameDev.Net, I have nothing against the site. TANSTAAFL, on the other hand, is a complete asshole)
  3. Re:What About DigiPen Institute of Technology? on How Does One Become a Game Designer? · · Score: 1

    Fullsail is probably a better option than DigiPen.

    DigiPen only accept US citizens (the bastards), and only offer 2 courses. Fullsail, on the other hand, accepts anyone and have a whole range of new media programs on offer.

  4. Re:ugh on How Does One Become a Game Designer? · · Score: 5

    As someone who worked in the mainstream game development industry, I can confirm your statements.

    You work 80 hours a week (no overtime), have co-workers egos to battle with, endless paperwork. Every aspect of the code has to be documented. Programmers have nothing to do with the creative process, that is up to the producers, designers and publishers.

    All in all, it's a shitty job and not worth the effort.

    BUT.... if you really do want a job in the industry, contact an agency. I don't know where the poster is, but in the UK there's Aardvark Swift, Datascape and Gamejobs.

    Experience is not required, but good indepth programming knowledge is (I was quizzed on preventing memeory fragmentation and fast database sorts. I wasn't asked a single questions about graphics).

    I have no qualifications, and all my expereince before the games industry was working as a sysadmin.

    I got involved with GameDev.Net (me=Godfree^) which was all the C.V. filler I needed. Oh, and I was writing a book a game programming at the time.

    That;s it.

    P.S. I was drunk during my first interview, and got the job. Maybe being drunk helps...

  5. Re:Arrant Nonsense on CCTV - The Fifth Utility · · Score: 1

    But this report does come from a Murdoch newspaper, who's target audience, and the journalists that pander to them, have two-figure IQs and probably find simple maths and/or observation far too difficult to handle.


    Not only that, but the Times is a conservative (as in the political party) paper, and would print anything against the current government, If the Tories were in power, I'd expect the article would be praising CCTV.

    Add to that the elections due at some random point this year, now is the time for the papers representing the oposition to start spreading FUD (and for papers supporting the surrent party to start spreading FUD about the other parties).
  6. Re:Superior British Engineering Again on HOW-TO: Asteroid -> Strategic Weapon · · Score: 1

    Without us brits, who would play the bad guys in films?

  7. Ummm, how? on Windows XP to Target MP3 Files · · Score: 1

    How exactly can MS stop people ripping MP3s? Anyone can write a program to access the CD directly, or listen to the CD through the soundcard...

    Will they just reduce the quality of audio in Windows XP, meaning any musicians out there who use it will have to buy a special 'Windows XP Entertainment Edition' or worse, will programs only run if they've been approved by Microsoft (ala 'Designed for Windows' logo programs).

  8. Re:EA has tons of great games on Lord British Talks About EA, UO,& The Future · · Score: 1

    A common mistake about the games industry (but I don't notice it much on slashdot... maybe there is a clue kicking around here somewhere)

    When it comes to games, 90% of the time there are two parties involved: The publisher and the development studio. The publisher sells the game, the development studio writes.

    EA is a publisher, and like many others, they own hundreds of developers (Bullfrog, Origin, EA Sports (duh) etc etc).

    Eidos own companies such as Core Design (of Tomb Raider fame), and not much else. But they also publish 2rd party titles, as do Infogrames.

    There are very few development studios that do self-publishing (Loki is one of the few, Codemasters used to, and are about to start doing it again). (as a side note, Loki also publish 3rd party titles, so if you've got a good LInux game, let them know!)

  9. Re:Mark "Nurgle" Collins... on Promises And Pitfalls In Linux Game Development · · Score: 1

    It's actually 'The Infamous Mark 'Nurgle' Collins' (linuxgames.com and LGDC get it right)

  10. Re:Not done his homework... on Promises And Pitfalls In Linux Game Development · · Score: 2

    Hi. I wrote the article.

    One of the co-authors on my book (Linux Game Programming, just out) is responsible for the LInux port of Creatures 3, and guess what? He did it on company time.

    DirectX is much better for coding games than OpenGL, IMO. First of all, you need support, you join the DirectX Developers list. Any question answered in under 2 hours. Then there is all the documentation available, as well as being to first offense for hardware developers (the said list is filled to the brim with nVidia and Matrox people).

    I *know* shaders are abailable, but not every card supports them. DX handles that, OpenGL involves a lot more work, and the extra work means a bite out of performance.

  11. Re:Shame on MSNBC for confusing 'crackers' with 'h on Day In The Life Of Net Scam Artists · · Score: 1

    Hackers are people who thrive on being faced with problems and finding clever, innovative solutions to them. Crackers are people who break into computer systems. Confusing the two is like calling every martial-arts student a 'ninja.'


    Taking this out of the context of IT for a moment, the verb 'to hack' generally implies destruction (and usually involves an axe), so maybe the MSNBC definition is better suited for the use?
  12. Re:Way of the Future on Continuing Security Concerns at DoubleClick · · Score: 1
    Detailed consumer profiling is going to be a fundamental part of our future, and we ought to be developing ways to get around it, limit it, etc., instead of yammering out the usual boilerplate about how DoubleClick is the devil because they know if we like golf or not.
    Let's look at two hypothetical situations:

    You get spam about laser toner recycling

    A discoutn reseller sends you an email about a new router that you're interested in.

    I think everyone is pretty much fed up with the first option, but with GOOD market analysis, unwanted spam can be eliminated.

    Personally, I think DoubleClick should be watching what sites people can go to, so they can target ads to what the browser may be interested in. I'm fed up of trying to fry the damned monkey with a cattleprod (take that as you will) and I want to see a banner ad that I may just be interested in. Any method which can help my browsing experience is welcomed, even if it does mean a company knows what my interests are, and can recommend a product/site I'm actually interested in (THE HORROR!)

  13. Re:Good stuff on Michael Abrash's Black Book For Download · · Score: 1

    The first half of this book *is* the Zen of Assembly programming...

    On the plus, I don't have to put my back out everytime I pick it up now... (it ways a fucking ton)

  14. Re:Government subsidized bandwith... on WorldForge Forges Ahead · · Score: 1

    You'd still the the central server to pass data to the other servers. LIke I said in my original post, a directory server.

  15. Re:Open Source Multiplayer Games on WorldForge Forges Ahead · · Score: 1

    The checksum is based on the game logic and the server "cookie", making it a little less fixed. It's not perfect, but it's a step in the right direction.

  16. Re:Open Source Multiplayer Games on WorldForge Forges Ahead · · Score: 1

    Easy...

    You compile the game logic as a shared object, and generate an MD5SUM of the object, at run time, along with a "cookie" from the server.

    The server can then check to see if the client is running a suitable version of the game logic, and if not, reject it.

    This would force everyone to use the same version (bugfixes could be slow to happen), but it would add a bit of security.

  17. Re:Why don't they ??? on WorldForge Forges Ahead · · Score: 2

    Because there is only much data that can be sent to the clients. A single object in Quake 3 (the animation system breaks each model into 3 parts, head, torso and legs) would require 3 times the amount of data for the animation frame.

    While this wouldn't impact the client much, it would cause a severe bottleneck at the server.

    Another factor is the frequency of updates. Most MMORPG use a full-mediation model, where the server does all the work, and the clients just display some stuff. With a simple graphics system, this isn't much of a problem, but when you start adding stupidly complex graphics, the server would have to update the clients at a more regular interval, which usually isn't possible.

  18. Re:Is this a Good Thing(tm)? on WorldForge Forges Ahead · · Score: 1

    I think the original poster is saying people could add cheats the to the clients, and then play. There's an article on ESRs website about this (I'm not too good with links).

    WHat people do is they add code to the source and then play with their funky new cheat, something the other players in the game don't have. This gives them an edge.

    Combatting this is OPenSource softwrae is not easy (it's not impossible either, but it requires a helluva lot of work), and there was apaprently a barrage of these hacks when the Quake source was released.

  19. Re:Who's going to pay for this? on WorldForge Forges Ahead · · Score: 2

    Some server bandwidth is not enough.

    An FTP server for Debian will have a maximum of what, 50 users? 100? Probably throttled, so if there are 100 users they will be getting pretty appauling download speeds.

    An MMORPG is a REAL-TIME application, and needs the data from the server as soon as possible, and chances are there will be alot of it.

    As a minimum, I'd expect each user needs 1kbytes a second. That is a LOT of bandwidth for a machine that is hosting something else. That's a very large chunk of a megabit connection, PER SECOND. You really think an ISP or someone is going to give up that much bandwidth for free?

    A model I'm planning on using for an MMORPG I'm going to develop in the future is to use a micropayment system (say, $0.50 per hour), so people only pay for the time they use (unlike others, where you pay a fixed rate)

  20. Re:Try this! on WorldForge Forges Ahead · · Score: 1

    There's a similar project called Gel (i think, can't remember the URL, there's a link on the 3D engine list, which is linked from www.garagegames.com), which is designed for multiplayer 3D environments.

    Not sure how suitable it is for a MMORPG though...

  21. Re:Is this a Good Thing(tm)? on WorldForge Forges Ahead · · Score: 1

    This is why something like the Indrema GameXchange is useful. Unlike SourceForge, it allows proprietry titles to use it, and only registered developers (the project owner chooses who) can access the source, be it CVS or plain old download.

  22. Who's going to pay for this? on WorldForge Forges Ahead · · Score: 2

    I mean, an MMORPG needs a centralised server, or at least a directory of servers currently running. Granted, as someone mentioned in another thread about the CDDB thing, people can use other boxes, but an MMORPG uses a serious amount of bandwidth (unless it's shit), and a dedicated box really is needed.

    I've worked developing a multiplayer game (a sports game). While it was slightly different in principle, the theory is the same, and a dedicated server could only manage about 300 users playing at any one time.

    Game like UO and EverCrack have THOUSANDS online at any one time, spread over several servers. How can a free game compete with this?

  23. Re:you missed my point on Slashback: Indreams, Dejagain, Codrivel · · Score: 1

    As an ex-employee of Silicon Dreams (who, incidently, used to be called US Gold), I can tell you that they're not a "second tier game company". They are part of the largest independant developer group in Europe (Kaboom Studios). They are partnered with Attention To Detail (Sydney Games on the DreamCast), Pivotal Games (Warzone 2110 (if only it was 9 years earlier *grin*), and a couple of other new media companies (AudioMotion and GLobal Web Services). Now, I'm not usre if they're doing Indrema development (I have no idea where Mr Lamer heard that rumour), but they are certainly not nobodies in the game development industry (granted, they did make a HUUUUGE fuckup having UEFA 2001 released just before FIFA... d'oh) As a side note, buy my book (linux Game Programming, ISBN 0-7615-3255-2, out this month, you can preorder on Amazon and FatBrain NOW!)