I've used both. They have *about* equal features, but DirectX is more in line with how I like things.
OpenGL is very easy to setup, but you have to manage things a lot more yourself. If you're okay with handling everything yourself, go with it.
DirectX is relatively hard to setup and easier to use than OpenGL once everything is setup.
I prefer things to be "front heavy," where they've got a lot to setup, but it's much easier later on.
I somewhat agree with what you said, even though I didn't play GTA. Not into open-world "sandbox" games.
This same thing happened with *every* form of media before this. Books, music, movies, and now games. It's a natural cycle that happens when everyone believes that the generation coming up is going to be the last, because society keeps going down the tubes.
I dunno what you're talking about "practically every job sucks." I'm ridiculously happy with my job, as are a lot of other people out there. I think it's a 50/50 split between jobs sucking and not.
I don't know if you know about Full Sail, but it would probably be considered a vocational school, as it is hands on and focus on one specific field. I went to Full Sail for Game Design and Development. I can guarantee you that the education I received there is well worth it, and I have no doubt about other schools such as Digipen or Guild Hall.
Sure enough, you are correct that there are plenty of people that get into it without knowing a thing about game development. But just as many go there knowing what it is and that they still want to do it.
Maybe I'm not typical of the school, but I learned a lot, got hands-on experience with the full production cycle (http://www.hirkostreeservice.com/UFB/ for my final project game) and because of Full Sail and my own hard work, I'm happily employed at a well-known THQ studio.
As someone else said, don't be so quick to judge the whole group of game schools.
And yes, we laugh at those stupid fly-by-night schools with infomercials, too. "I just gotta tighten up the graphics on level 3. Look at me, I make a living playing video games and it's really easy!" Terrible. Just terrible.
Notability: Wikipedia should encompass the whole of human knowledge, not just what some consider notable. I've been involved in too many AfD's (discussion about whether an article should be deleted) where the only reason someone wants to remove the article from Wikipedia is because the subject is considered non-notable. My response to that is "So what?" Who cares if it's non-notable?
I'm part of the "Inclusionist" movement on Wikipedia. I feel that, generally, edits should only be made to Wikipedia in which no information is lost.
I got burnt on the Saga of Ryzom launch, when they didn't have most of the features implemented that were listed on the box. I won't buy an MMO without having tried it first anymore.
I was the Technical Lead (a.k.a. Guy-Who-Codes-Whatever-Needs-Coding) for Ultimate Fairy Battle. I did the networking and rendering code for it. For those that are wondering (doubt there are any), we used UDP for the networking and OpenGL with Corona for rendering. UFB is an entry in the IGF Student Showcase this year, go check it out! It's a multiplayer arena combat game where you play as a spellcasting fairy trying to rack up the most kills during a round. Full online/LAN support along with built-in bots. It's pretty fun.
And because I'm a huge proponent of data-driven design and logic, all of our spell logic is written in Lua and the spell data (damage, mana cost, etc.) is written in XML, so it allows whoever wants to run a server the ability to change the spells however they want.
I've got no problem advertising for the game I put my blood, sweat and tears into:-)
I don't directly agree with the quote, but it prompts thought. In game programming, you learn to learn fast, so I believe it's generally easier for a game programmer to pick something else up. In games, I suppose we don't have life and death situations, but we do have fun or crash situations. It's different, and I'm assuming a hell of a lot scarier, but it would seem to me that it's something a game programmer could slide into easier than say, a non-real time programmer.
I never said that I was being told that at school. I read it from a post someone made on the Penny Arcade forums when there was a discussion about gaming schools.
You may be right, but that's because everyone else is on the outside of these schools with no desire to see what they're actually about. Those that do will see that they are not "degree mills," but full-fledged schools.
I disagree with you saying that it's a restrictive subset of development. The best analogy I read before was "Game programmers are to surgeons what normal programmers are to physicians. Surgeons can do everything the physicians can, and surgery on top of that." My education at Full Sail not only taught me programming, math, and the development life cycle, but we also had *two* actual game projects to work on. The most current project I worked on at Full Sail is Ultimate Fairy Battle, which is competing in the 2007 IGF Student Showcase.
I'm about to graduate with a BS of Game Design and Development from Full Sail. It's mostly just development, since designing is something hard to teach, but, from my experience, Full Sail, Digipen and Guild Hall are among the best if you're trying to become a game developer. Ignore the people that say people in the industry laugh at gaming schools. Ignore the people that say if you don't go to a gaming school, you can never become a game developer. It really depends on you. Education is a tool, among many, not the one and only thing that will determine whether you'll get the job. So, do your research, and figure it out. Honestly, screw the paper that says you graduated, go with what gives you the best education. That's why I chose Full Sail.
I'm a hardcore gamer. I'm also a game programmer. I've been a hardcore gamer since about age 12, playing around 15-25 hours of games a week. My GPA in high school was a 2.2. My GPA in college is a 3.4ish. Why the difference? Because I didn't care about high school, as it was boring, slow-paced, and had no interesting material with lots of rules in place for the sake of saying "we have rules." My college is much different, as I'm actually developing games. So, my question is, why care about grades? Is the child learning? If not, figure out why and fix the problem. For a vast majority of gifted children out there (I was one of them), as you get older, public schooling becomes more of an impediment to learning, rather than teaching you more.
2 things: GH2 is being released Nov. 7th of this year, and there is going to be a wireless controller. I'm pretty sure you can just buy a copy without the controller, similar to DDR, but I've heard issues of people not being able to get the controller without the game (for when they break the guitar).
I pre-ordered (a sort of off term, considering they've already shipped the pre-orders) a mega-pack of the Eve CCG. It came with two starter decks, Gallente and Caldari, and a box of 24 boosters. I've played it with my friends about 10 times now, so I've gotten a pretty good feel for it.
It's pretty simple, and very easy to teach. One game is all you need to get the hang of it. All of a card's powers are explained right on the card, and the home regions have a handy turn-order reference. They added a nice mulligan-style mechanic where you can discard part of your hand to redraw at the beginning of the game, so it helps to appease some of the luck factor of the initial draw. Some games I've seen a snowball effect, where once a player begins winning, the game is pretty much over, and others it's been down to the line til the final battle. Overall, it's a very fun game and I am happy with my purchase.
Example 1: showing approximation error.// some code to print a floating point number to a lot of// decimal places int main() { float f =.37; printf("%.20f\n", f); }
I'd say the problem is they're trying to store a double in a float. If they wanted to store a float, they should have done:
I just learned of you companies notably persistent inability and unwillingness to deal with a serious design flaw in a growing range of your products. This flaw is severly disrupting internet services for a large amount of internet users and though you have been informed in detail of these effects your products are having, you have done nothing of substance to resolve the issue and compensate for the damage done.
Until I learn that the issue described in the open letter to D-Link, available under http://people.freebsd.org/~phk/dlink/ [freebsd.org], was resolved in a professional and mutually satisfying manner, I will not purchase any D-Link products, and will strongly discourage anybody (asking for my expertise as a professional in the IT field - You might want to remove this. It makes the sentence a bit "wordy.") from buying D-Link products or from engaging in any sort of business relationship with D-Link.
Sincerely, An Internet User
There you go. I changed a few things grammatically and a few things that were spelled wrong.
The Halo novels were great! Personally, I didn't like the video game, but I really liked the story and the three novels (I think that's all there is) were fantastic. I have high hopes for these "comic books."
As far as the semantic difference between a graphic novel and a comic book, as one other poster asked, is about 100-200 pages.
The in-game macro functions do not allow you to program the level of complexity that he utilized to do what he was doing.
That's exactly the point. The in-game macros do allow you to do what he was doing and MUCH more. The interface and macro system is built using Lua and allows so much more than what he was doing. The difference, and not that it should be any, is that he had the macro on his keyboard (one keyboard button fired three actions) compared to in game (one keyboard button fires one macro fires three actions).
I've used both. They have *about* equal features, but DirectX is more in line with how I like things. OpenGL is very easy to setup, but you have to manage things a lot more yourself. If you're okay with handling everything yourself, go with it. DirectX is relatively hard to setup and easier to use than OpenGL once everything is setup. I prefer things to be "front heavy," where they've got a lot to setup, but it's much easier later on.
I somewhat agree with what you said, even though I didn't play GTA. Not into open-world "sandbox" games. This same thing happened with *every* form of media before this. Books, music, movies, and now games. It's a natural cycle that happens when everyone believes that the generation coming up is going to be the last, because society keeps going down the tubes.
I dunno what you're talking about "practically every job sucks." I'm ridiculously happy with my job, as are a lot of other people out there. I think it's a 50/50 split between jobs sucking and not.
I don't know if you know about Full Sail, but it would probably be considered a vocational school, as it is hands on and focus on one specific field. I went to Full Sail for Game Design and Development. I can guarantee you that the education I received there is well worth it, and I have no doubt about other schools such as Digipen or Guild Hall.
Sure enough, you are correct that there are plenty of people that get into it without knowing a thing about game development. But just as many go there knowing what it is and that they still want to do it.
Maybe I'm not typical of the school, but I learned a lot, got hands-on experience with the full production cycle (http://www.hirkostreeservice.com/UFB/ for my final project game) and because of Full Sail and my own hard work, I'm happily employed at a well-known THQ studio.
As someone else said, don't be so quick to judge the whole group of game schools.
And yes, we laugh at those stupid fly-by-night schools with infomercials, too. "I just gotta tighten up the graphics on level 3. Look at me, I make a living playing video games and it's really easy!" Terrible. Just terrible.
Notability: Wikipedia should encompass the whole of human knowledge, not just what some consider notable. I've been involved in too many AfD's (discussion about whether an article should be deleted) where the only reason someone wants to remove the article from Wikipedia is because the subject is considered non-notable. My response to that is "So what?" Who cares if it's non-notable?
I'm part of the "Inclusionist" movement on Wikipedia. I feel that, generally, edits should only be made to Wikipedia in which no information is lost.
Oh man. I laughed so hard at that. I love the mooninites.
There was no free trial when it was released. They came out with the trial about 2-3 weeks after launch.
I got burnt on the Saga of Ryzom launch, when they didn't have most of the features implemented that were listed on the box. I won't buy an MMO without having tried it first anymore.
Congrats, rizzuh. As I said in my above post, I also have an entry in the Student Showcase. Have AIM?
I was the Technical Lead (a.k.a. Guy-Who-Codes-Whatever-Needs-Coding) for Ultimate Fairy Battle. I did the networking and rendering code for it. For those that are wondering (doubt there are any), we used UDP for the networking and OpenGL with Corona for rendering. UFB is an entry in the IGF Student Showcase this year, go check it out! It's a multiplayer arena combat game where you play as a spellcasting fairy trying to rack up the most kills during a round. Full online/LAN support along with built-in bots. It's pretty fun.
And because I'm a huge proponent of data-driven design and logic, all of our spell logic is written in Lua and the spell data (damage, mana cost, etc.) is written in XML, so it allows whoever wants to run a server the ability to change the spells however they want.
I've got no problem advertising for the game I put my blood, sweat and tears into :-)
I don't directly agree with the quote, but it prompts thought. In game programming, you learn to learn fast, so I believe it's generally easier for a game programmer to pick something else up. In games, I suppose we don't have life and death situations, but we do have fun or crash situations. It's different, and I'm assuming a hell of a lot scarier, but it would seem to me that it's something a game programmer could slide into easier than say, a non-real time programmer.
I never said that I was being told that at school. I read it from a post someone made on the Penny Arcade forums when there was a discussion about gaming schools.
You may be right, but that's because everyone else is on the outside of these schools with no desire to see what they're actually about. Those that do will see that they are not "degree mills," but full-fledged schools.
I disagree with you saying that it's a restrictive subset of development. The best analogy I read before was "Game programmers are to surgeons what normal programmers are to physicians. Surgeons can do everything the physicians can, and surgery on top of that." My education at Full Sail not only taught me programming, math, and the development life cycle, but we also had *two* actual game projects to work on. The most current project I worked on at Full Sail is Ultimate Fairy Battle, which is competing in the 2007 IGF Student Showcase.
I'm about to graduate with a BS of Game Design and Development from Full Sail. It's mostly just development, since designing is something hard to teach, but, from my experience, Full Sail, Digipen and Guild Hall are among the best if you're trying to become a game developer. Ignore the people that say people in the industry laugh at gaming schools. Ignore the people that say if you don't go to a gaming school, you can never become a game developer. It really depends on you. Education is a tool, among many, not the one and only thing that will determine whether you'll get the job. So, do your research, and figure it out. Honestly, screw the paper that says you graduated, go with what gives you the best education. That's why I chose Full Sail.
I'm a hardcore gamer. I'm also a game programmer. I've been a hardcore gamer since about age 12, playing around 15-25 hours of games a week. My GPA in high school was a 2.2. My GPA in college is a 3.4ish. Why the difference? Because I didn't care about high school, as it was boring, slow-paced, and had no interesting material with lots of rules in place for the sake of saying "we have rules." My college is much different, as I'm actually developing games. So, my question is, why care about grades? Is the child learning? If not, figure out why and fix the problem. For a vast majority of gifted children out there (I was one of them), as you get older, public schooling becomes more of an impediment to learning, rather than teaching you more.
2 things: GH2 is being released Nov. 7th of this year, and there is going to be a wireless controller. I'm pretty sure you can just buy a copy without the controller, similar to DDR, but I've heard issues of people not being able to get the controller without the game (for when they break the guitar).
I know. It was a joke.
I pre-ordered (a sort of off term, considering they've already shipped the pre-orders) a mega-pack of the Eve CCG. It came with two starter decks, Gallente and Caldari, and a box of 24 boosters. I've played it with my friends about 10 times now, so I've gotten a pretty good feel for it.
It's pretty simple, and very easy to teach. One game is all you need to get the hang of it. All of a card's powers are explained right on the card, and the home regions have a handy turn-order reference. They added a nice mulligan-style mechanic where you can discard part of your hand to redraw at the beginning of the game, so it helps to appease some of the luck factor of the initial draw. Some games I've seen a snowball effect, where once a player begins winning, the game is pretty much over, and others it's been down to the line til the final battle. Overall, it's a very fun game and I am happy with my purchase.
I'd say the problem is they're trying to store a double in a float. If they wanted to store a float, they should have done:
RTFA. That clip IS the one from the article.
To whom it may concern,
I just learned of you companies notably persistent inability and unwillingness to deal with a serious design flaw in a growing range of your products. This flaw is severly disrupting internet services for a large amount of internet users and though you have been informed in detail of these effects your products are having, you have done nothing of substance to resolve the issue and compensate for the damage done.
Until I learn that the issue described in the open letter to D-Link, available under http://people.freebsd.org/~phk/dlink/ [freebsd.org], was resolved in a professional and mutually satisfying manner, I will not purchase any D-Link products, and will strongly discourage anybody (asking for my expertise as a professional in the IT field - You might want to remove this. It makes the sentence a bit "wordy.") from buying D-Link products or from engaging in any sort of business relationship with D-Link.
Sincerely,
An Internet User
There you go. I changed a few things grammatically and a few things that were spelled wrong.
Because technically, "the Jump" itself is the glorious moment (ie. the movie) -- and the "crash" happens AFTER the jump.
The B&H movie was GREAT. So great, it was never the same....
Wow. That is very, very true. Both the Beavis and Butthead and Southpark movies were great, but the show was never as good for me after them.
The Halo novels were great! Personally, I didn't like the video game, but I really liked the story and the three novels (I think that's all there is) were fantastic. I have high hopes for these "comic books." As far as the semantic difference between a graphic novel and a comic book, as one other poster asked, is about 100-200 pages.
The in-game macro functions do not allow you to program the level of complexity that he utilized to do what he was doing.
That's exactly the point. The in-game macros do allow you to do what he was doing and MUCH more. The interface and macro system is built using Lua and allows so much more than what he was doing. The difference, and not that it should be any, is that he had the macro on his keyboard (one keyboard button fired three actions) compared to in game (one keyboard button fires one macro fires three actions).