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11 Oct 2024 11:11:26 EDT (-0400)
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From: Invisible
Subject: Re: Games programmers
Date: 9 Sep 2008 11:37:52
Message: <48c69850$1@news.povray.org>
Warp wrote:

>   I think we should distinguish between different types of game programming.
> The game programming industry can be divided, very roughly, into two
> categories:
> 
> 1) Big game houses, ie. those which develop games like Doom3 and HL2.
> 
> 2) Small game houses, ie. those which develop small casual games
>    (http://en.wikipedia.org/wiki/Casual_game)
> 
>   In the first case budgets are often rather humongous, teams relatively
> large (at least a dozen programmers and artists, some kind of management
> hierarchy between the different departments, etc.), and development times
> which are often counted in years. The development language of the core game
> engine is most often C++, in a few cases perhaps with some C, and perhaps
> in rare cases some other language. Games often have an internal scripting
> language for non-core features, and this can be either an existing language
> (such as lua) or the company's own language.
> 
>   In the second case budgets, teams and timelines are much smaller, and
> the development language of the core game code much more varied. It can
> range all the way from C/C++ to Flash ActionScript. Development teams
> typically consist of one programmer (or at most a very few) and 2-3
> graphics artists, plus perhaps some project leader (who may be a separate
> person or one of the main developers).

Right. Gotcha.

>   I have never worked in a big game company, but from what I have heard
> (I have a friend who has worked in several such companies, including
> Ubisoft), the development procedures are often much less strict than one
> could imagine for such a big software company.

That would certainly explain a few things...

> I suppose that in many cases
> it doesn't really matter how you do it, as long as it works. (But
> personally I try to avoid this, and try to develop things so that they
> are stable, safe, easy to use and reusable.)

Always the best way, IMHO. You never know when you'll need to change 
something, and if it's a mess you'll have a hard time altering without 
breaking...

>   If you are applying to a big game company, knowing C++ fluently (as well
> as its internal workings) will probably help. It also helps if you have
> experience in computer graphics and algorithm programming. Knowing other
> popular languages won't hurt either. Extensive programming experience in
> general, and game programming experience in particular, is also good.
> 
>   For the smaller companies I suppose it depends a lot on which programming
> language they are using. It's quite clear that if they are developing Flash
> games and you don't even know what ActionScript is, that won't look good.
> 
>   In both cases knowledge and experience of the gaming field in general
> is important, as well as an interest in developing games. (Everyone likes
> to *play* games, but how many *really* enjoy programming them? Programming
> games can be much more tedious than it might sound.)

Thanks for your input.

I'm still fairly sure I don't have what it takes, but casual gaming 
isn't something I'd considered. Maybe it's not as impossible as I'd 
imagined. Hmm... something to think about anyway.

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Warp
Subject: Re: Games programmers
Date: 9 Sep 2008 12:55:34
Message: <48c6aa85@news.povray.org>
Invisible <voi### [at] devnull> wrote:
> I'm still fairly sure I don't have what it takes, but casual gaming 
> isn't something I'd considered. Maybe it's not as impossible as I'd 
> imagined. Hmm... something to think about anyway.

  Be careful, though: If you go into casual gaming, there's a high
probability that you will have to develop games for the iPhone, which
is probably against your deepest principles. ;)

-- 
                                                          - Warp


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From: Orchid XP v8
Subject: Re: Games programmers
Date: 9 Sep 2008 13:10:15
Message: <48c6adf7$1@news.povray.org>
Warp wrote:

>   Be careful, though: If you go into casual gaming, there's a high
> probability that you will have to develop games for the iPhone, which
> is probably against your deepest principles. ;)

Oh noes! ._.

Seriously though... if they're going to *give* me an iPhone to test it 
with, I think I can probably live with that. ;-)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Warp
Subject: Re: Games programmers
Date: 9 Sep 2008 13:21:46
Message: <48c6b0aa@news.povray.org>
Orchid XP v8 <voi### [at] devnull> wrote:
> Seriously though... if they're going to *give* me an iPhone to test it 
> with, I think I can probably live with that. ;-)

  The thing is, you don't only need an iPhone, you also need a Mac...

-- 
                                                          - Warp


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From: Orchid XP v8
Subject: Re: Games programmers
Date: 9 Sep 2008 13:29:42
Message: <48c6b286@news.povray.org>
Warp wrote:
> Orchid XP v8 <voi### [at] devnull> wrote:
>> Seriously though... if they're going to *give* me an iPhone to test it 
>> with, I think I can probably live with that. ;-)
> 
>   The thing is, you don't only need an iPhone, you also need a Mac...

Really? There isn't some iPhone SDK that just gives you an emulator?

Oh well, I guess getting a Mac too would be a bonus. ;-)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: scott
Subject: Re: Games programmers
Date: 9 Sep 2008 14:32:49
Message: <48c6c151$1@news.povray.org>
> (But yeah, I'm sure *real* game design isn't nearly as interesting as it 
> sounds. Listening to the commentary on HL2:EP2, most of it sounds pretty 
> mundane.)

Do you fancy trying to write a fast, realistic looking, and robust collision 
engine for meshes in 3D?  I could certainly do with some improvements in the 
game I've been writing in my spare time - and I'm fed up with the actual 
coding (I have lots of ideas, just can't be bothered to actually sit down 
and code them).  Oh and the AI needs improving quite a bit.

Maybe I should employ a game programmer? ;-)


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From: Orchid XP v8
Subject: Re: Games programmers
Date: 9 Sep 2008 14:35:15
Message: <48c6c1e3$1@news.povray.org>
scott wrote:

> Do you fancy trying to write a fast, realistic looking, and robust 
> collision engine for meshes in 3D?  I could certainly do with some 
> improvements in the game I've been writing in my spare time - and I'm 
> fed up with the actual coding (I have lots of ideas, just can't be 
> bothered to actually sit down and code them).  Oh and the AI needs 
> improving quite a bit.
> 
> Maybe I should employ a game programmer? ;-)

Yeah. :-P

Correct me if I'm wrong, but don't game engines "usually" use an 
invisible skeleton rather than the actual visible polygon mesh for 
collision detection purposes? (Precisely to simplify the problem and 
make it tractable in realtime.)

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Warp
Subject: Re: Games programmers
Date: 9 Sep 2008 14:47:18
Message: <48c6c4b6@news.povray.org>
Orchid XP v8 <voi### [at] devnull> wrote:
> Warp wrote:
> > Orchid XP v8 <voi### [at] devnull> wrote:
> >> Seriously though... if they're going to *give* me an iPhone to test it 
> >> with, I think I can probably live with that. ;-)
> > 
> >   The thing is, you don't only need an iPhone, you also need a Mac...

> Really? There isn't some iPhone SDK that just gives you an emulator?

  There is. For the Mac.

-- 
                                                          - Warp


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From: Warp
Subject: Re: Games programmers
Date: 9 Sep 2008 14:48:55
Message: <48c6c516@news.povray.org>
scott <sco### [at] laptopcom> wrote:
> Do you fancy trying to write a fast, realistic looking, and robust collision 
> engine for meshes in 3D?

  Why reinvent the wheel, when there are lots of such libraries already
available and widely used in games?

-- 
                                                          - Warp


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From: Orchid XP v8
Subject: Re: Games programmers
Date: 9 Sep 2008 14:53:48
Message: <48c6c63c@news.povray.org>
>> Really? There isn't some iPhone SDK that just gives you an emulator?
> 
>   There is. For the Mac.

...HAHAHAHAHA!

Ah, it's good to be alive... :-D

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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