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From: Jacob T. (C. D. Ltd) <Ja...@Co...> - 2002-05-09 15:01:11
|
Or get the BRITsoft book (about =A350) from elspa (http://www.elspa.com/britsoft/) which contains the addresses and = contacts of UK video games companies and more. Then send your CV to the companies where you would like to work (saving = them the 25% of your salary) Jake -----Original Message----- From: Javier Arevalo [mailto:ja...@py...] Sent: 09 May 2002 15:53 To: gam...@li... Subject: Re: [GD-General] How I hate recruitment agencies within any industry especially games... Take the time to put together a good resume and a demo or art reel = (demo in your case). Buy Edge magazine for a couple months since many UK houses = ad there. Do your homework and put together a list of companies that you = would want to work for, check their websites, find their addresses and = contact infos, mail company employees whose emails you find in public forums = like this one (ONLY as a last resort, always politely and concisely, and = only ONCE whether you get an answer or not). Then send copies of your resume = and demo/reel, along with personalized letters explaining what makes you interested in working for each specific company. Doing all this hard(er) work will pay off, and it'll be a good warmup = since once you land the job, you'll be working quite hard anyway. :) As for recruitment companies, I don't know nor care. I guess they have = their place since people and companies use their services, it's up to each = one to decide if the time & hassle saved is worth the money paid. No need to = call them names, at least not before you have proven your own worth = methinks. Javier Arevalo Pyro Studios ----- Original Message ----- From: "Anon Pie" <an...@ho...> > At the moment I'm looking for a new programming job within the (UK) = games > industry (Well I'm beginning to wonder if I should do something else > instead) and I'm part playing with the fun that is recruitment = agents. I > really do hate them. If they place me the lucky company will have to shell > out ~25% of the offered salary to the agency after I've been there = three > months. This has the effect of driving down the salary I will be = offered > which sucks. > > So why use a recruitment agency? The simple reason why I find myself being > thrown back into that trap when I move jobs is because there is no = single > one place where I can find a list of 'real' jobs currently available = - plus > some companies do not have the time or resources to advertise = properly. Yeh > you can see job listings on the internet but I can guarantee the = majority do > not exist and have been placed as bait by agents. This is an = appalling > situation. > > I have not yet seen or heard of one example where an agent has been anywhere > remotely worth the ~25% they charge. I find it sickening. All they = have > ever done is get in the way and lose me jobs by not responding = quickly > enough - or by reformating my CV - Ever turned up for an interview = and found > that the company has an altered form of your CV with the wording changed? - > this is especially great when an agent assumes that his/her technical > knowledge is far superior and rewords jargon so it no longer makes = any sense > or infact creates new words that have no meaning... > > Every time I'm called in for an interview that turns out to be with = an agent > I find it immensely frustrating - as if this guy sat in front of me = is > really is able to fathom my knowledge of C++, assembly language and = 3d > experience! And as if he was there until 3am the other day doing = 'just one > more room' in Dungeon Siege or fragging someones ass online. They're > vultures who provide nothing more than a rip-off introductory service = and > then proceed to pop up in an annoying manor afterwards. > > It's annoyed me so much I'm actually thinking of setting up my own = games > recruitment agency (eek!). As far as I can see it a decent agency = should > provide: > > 1) A web service where companies can advertise directly for a = standard > decent advertising rate. ie: candidates can go to one central place = and > find a list of jobs currently available and actually have decent = details on > them and who they're for and how to contact the company involved *directly*. > > 2) A premier service where employers can ask the agency to filter candidates > as they simply don't have the time and resources to see everyone. = But the > filtering service would be provided by people like me who actually = knew what > they were talking about and could properly evaluate a candidates expertise. > > I'd be grateful to hear anybody elses opinions on this matter even if = you > think I've gone mad! .... which I probably did a while back ;) > > Now I have a strange urge to watch Jerry Maguire.... > > PS: If I actually do this and I end up being like the rest of the = agency > fuckwits please someone shoot me and put me out of my misery! _______________________________________________________________ Have big pipes? SourceForge.net is looking for download mirrors. We = supply the hardware. You get the recognition. Email Us: = ban...@so... _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Javier A. <ja...@py...> - 2002-05-09 14:52:24
|
Take the time to put together a good resume and a demo or art reel (demo in your case). Buy Edge magazine for a couple months since many UK houses ad there. Do your homework and put together a list of companies that you would want to work for, check their websites, find their addresses and contact infos, mail company employees whose emails you find in public forums like this one (ONLY as a last resort, always politely and concisely, and only ONCE whether you get an answer or not). Then send copies of your resume and demo/reel, along with personalized letters explaining what makes you interested in working for each specific company. Doing all this hard(er) work will pay off, and it'll be a good warmup since once you land the job, you'll be working quite hard anyway. :) As for recruitment companies, I don't know nor care. I guess they have their place since people and companies use their services, it's up to each one to decide if the time & hassle saved is worth the money paid. No need to call them names, at least not before you have proven your own worth methinks. Javier Arevalo Pyro Studios ----- Original Message ----- From: "Anon Pie" <an...@ho...> > At the moment I'm looking for a new programming job within the (UK) games > industry (Well I'm beginning to wonder if I should do something else > instead) and I'm part playing with the fun that is recruitment agents. I > really do hate them. If they place me the lucky company will have to shell > out ~25% of the offered salary to the agency after I've been there three > months. This has the effect of driving down the salary I will be offered > which sucks. > > So why use a recruitment agency? The simple reason why I find myself being > thrown back into that trap when I move jobs is because there is no single > one place where I can find a list of 'real' jobs currently available - plus > some companies do not have the time or resources to advertise properly. Yeh > you can see job listings on the internet but I can guarantee the majority do > not exist and have been placed as bait by agents. This is an appalling > situation. > > I have not yet seen or heard of one example where an agent has been anywhere > remotely worth the ~25% they charge. I find it sickening. All they have > ever done is get in the way and lose me jobs by not responding quickly > enough - or by reformating my CV - Ever turned up for an interview and found > that the company has an altered form of your CV with the wording changed? - > this is especially great when an agent assumes that his/her technical > knowledge is far superior and rewords jargon so it no longer makes any sense > or infact creates new words that have no meaning... > > Every time I'm called in for an interview that turns out to be with an agent > I find it immensely frustrating - as if this guy sat in front of me is > really is able to fathom my knowledge of C++, assembly language and 3d > experience! And as if he was there until 3am the other day doing 'just one > more room' in Dungeon Siege or fragging someones ass online. They're > vultures who provide nothing more than a rip-off introductory service and > then proceed to pop up in an annoying manor afterwards. > > It's annoyed me so much I'm actually thinking of setting up my own games > recruitment agency (eek!). As far as I can see it a decent agency should > provide: > > 1) A web service where companies can advertise directly for a standard > decent advertising rate. ie: candidates can go to one central place and > find a list of jobs currently available and actually have decent details on > them and who they're for and how to contact the company involved *directly*. > > 2) A premier service where employers can ask the agency to filter candidates > as they simply don't have the time and resources to see everyone. But the > filtering service would be provided by people like me who actually knew what > they were talking about and could properly evaluate a candidates expertise. > > I'd be grateful to hear anybody elses opinions on this matter even if you > think I've gone mad! .... which I probably did a while back ;) > > Now I have a strange urge to watch Jerry Maguire.... > > PS: If I actually do this and I end up being like the rest of the agency > fuckwits please someone shoot me and put me out of my misery! |
From: Anon P. <an...@ho...> - 2002-05-09 13:45:20
|
At the moment I'm looking for a new programming job within the (UK) games industry (Well I'm beginning to wonder if I should do something else instead) and I'm part playing with the fun that is recruitment agents. I really do hate them. If they place me the lucky company will have to shell out ~25% of the offered salary to the agency after I've been there three months. This has the effect of driving down the salary I will be offered which sucks. So why use a recruitment agency? The simple reason why I find myself being thrown back into that trap when I move jobs is because there is no single one place where I can find a list of 'real' jobs currently available - plus some companies do not have the time or resources to advertise properly. Yeh you can see job listings on the internet but I can guarantee the majority do not exist and have been placed as bait by agents. This is an appalling situation. I have not yet seen or heard of one example where an agent has been anywhere remotely worth the ~25% they charge. I find it sickening. All they have ever done is get in the way and lose me jobs by not responding quickly enough - or by reformating my CV - Ever turned up for an interview and found that the company has an altered form of your CV with the wording changed? - this is especially great when an agent assumes that his/her technical knowledge is far superior and rewords jargon so it no longer makes any sense or infact creates new words that have no meaning... Every time I'm called in for an interview that turns out to be with an agent I find it immensely frustrating - as if this guy sat in front of me is really is able to fathom my knowledge of C++, assembly language and 3d experience! And as if he was there until 3am the other day doing 'just one more room' in Dungeon Siege or fragging someones ass online. They're vultures who provide nothing more than a rip-off introductory service and then proceed to pop up in an annoying manor afterwards. It's annoyed me so much I'm actually thinking of setting up my own games recruitment agency (eek!). As far as I can see it a decent agency should provide: 1) A web service where companies can advertise directly for a standard decent advertising rate. ie: candidates can go to one central place and find a list of jobs currently available and actually have decent details on them and who they're for and how to contact the company involved *directly*. 2) A premier service where employers can ask the agency to filter candidates as they simply don't have the time and resources to see everyone. But the filtering service would be provided by people like me who actually knew what they were talking about and could properly evaluate a candidates expertise. I'd be grateful to hear anybody elses opinions on this matter even if you think I've gone mad! .... which I probably did a while back ;) Now I have a strange urge to watch Jerry Maguire.... PS: If I actually do this and I end up being like the rest of the agency fuckwits please someone shoot me and put me out of my misery! _________________________________________________________________ Join the worlds largest e-mail service with MSN Hotmail. http://www.hotmail.com |
From: <phi...@pl...> - 2002-05-08 18:19:14
|
MEL's not that complex. I mostly use it for interface work, as much of Maya's interface is written in MEL (which means there's plenty of sample code, and you get to edit the interface to match your tools). Everything goes through it as well (Maya's a fully factored application for you AppleScript fans), if you open the script editor while you work, you can watch the MEL fly by (then turn on "Echo All Commands" for MEL overload). I don't think I'd want to write data extraction tools in it though, it's not very fast, and the debug cycle is a PITA. All of our data extraction is done via the SDK. Which is fairly complex, until you get your head round the object model. I'd reccomend going on a Maya training course as well. It's all well worth it though, Maya is possibly the most flexible and powerfull modelling / animation / rendering package I've ever worked with. Cheers, Phil "Corrinne Yu" <cor...@sp...> Sent by: To: <gam...@li...> gam...@li...urc cc: eforge.net Subject: [GD-General] MEL 05/08/2002 09:47 AM Please respond to corrinne How tough is it to learn MEL? I am coming from Max Plug-In SDK. What kind of Maya export mangling should I be careful of? My artists are moving more to Maya, and the data we need for engine is increasingly those from Maya than Max. How do you think is the fastest way for me to ramp up to MEL from Max plug-in? Thanks for the heads up. _______________________________________________________________ Have big pipes? SourceForge.net is looking for download mirrors. We supply the hardware. You get the recognition. Email Us: ban...@so... _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Corrinne Y. <cor...@sp...> - 2002-05-08 18:01:23
|
-----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Tom Spilman Sent: Wednesday, May 08, 2002 12:35 PM To: Gamedev General List Subject: Re: [GD-General] MEL > How tough is it to learn MEL? I am coming from Max Plug-In SDK. Well they're two different things... MEL is Maya's scripting language and is more akin to MaxScript than Max's plug-in API. Unfortunately the best source of information on MEL i've -- Thanks. -- I was going to "learn" MEL by working from the D3D MEL X exporter, as my (very few) artists are increasingly using the MEL exporter and ignoring the MAX exporter that was the engine's real standard tool. :) -- OTOH the MS exporter is painfully slow, mangles quite a bit of the polygons (added vertices and polygons, even tessellations) and I really need to go into the code to see what's going on there. -- It looks like part of while MEL exporter is so slow is probably because I should probably write a new one in Maya API instead of MEL script. -- I do need to learn it quickly as I can't spend too much time on the mesh and animation exporter too. -- Again, thanks for the heads up. |
From: Jeff L. <je...@da...> - 2002-05-08 18:01:12
|
Not a guru on either one really, but I don't find the Maya SDK any more difficult than Max. Some things are a little tricky since it is very object oriented. For example, getting the weights from an object envelope is needlessly complicated, but that is true for Max as well. Otherwise I would say they pretty much do the same things and work about the same. If you are going to be writing rendering modules, I would much rather use the Maya SDK but most game developers don't care about that. I wrote a cartoon shader for Maya a year or so ago and it was very easy. Tried to get the thing working in the Max SDK and it was a huge hassle. But I am not as experienced in the Max SDK. In some ways I like working in the Maya SDK better. You can dynamically load and unload plugins in Maya which makes debugging easier. Last time I worked on Max that wasn't the case. Also I really don't care for the Max interface system but that is really just a personal preference. No books on the Maya SDK that I am aware of but I do have a book "Mastering Maya" or something that covers Mel pretty well. But I think you will find Mel is really easy to work with. For the SDK, the online docs and sample code is pretty much all I found I needed. ----- Original Message ----- From: "Tom Spilman" <tsp...@mo...> To: "Gamedev General List" <Gam...@li...> Sent: Wednesday, May 08, 2002 10:34 AM Subject: Re: [GD-General] MEL > > How tough is it to learn MEL? I am coming from Max Plug-In SDK. > > Well they're two different things... > > MEL is Maya's scripting language and is more akin to MaxScript than > Max's plug-in API. Unfortunately the best source of information on MEL i've > found is the command documentation ( goto the 'Help' menu then 'MEL Command > Reference...' ) and reading other MEL scripts. MEL is great for quick and > dirty tasks, but it's very hard to debug so don't write anything too big > with it. > > Now Maya also has a C++ plug-in API and from what i've been told it can > be a bitch to work with. You can find info on the API in the > \Maya4.0\docs\en_us\html\DevKit folder of your Maya install. > > > How do you think is the fastest way for me to ramp up to MEL from Max > > plug-in? > > There is far more info available on Max plug-in and script writing than > for Maya, so you'll have to settle for the 'just do it' approach to learn > how it works. Tom > > ----- Original Message ----- > From: "Corrinne Yu" <cor...@sp...> > To: <gam...@li...> > Sent: Wednesday, May 08, 2002 11:47 AM > Subject: [GD-General] MEL > > > > How tough is it to learn MEL? I am coming from Max Plug-In SDK. > > What kind of Maya export mangling should I be careful of? > > > > My artists are moving more to Maya, and the data we need for engine is > > increasingly those from Maya than Max. > > > > How do you think is the fastest way for me to ramp up to MEL from Max > > plug-in? > > > > Thanks for the heads up. > > > > > > > > _______________________________________________________________ > > > > Have big pipes? SourceForge.net is looking for download mirrors. We supply > > the hardware. You get the recognition. Email Us: ban...@so... > > _______________________________________________ > > Gamedevlists-general mailing list > > Gam...@li... > > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > > _______________________________________________________________ > > Have big pipes? SourceForge.net is looking for download mirrors. We supply > the hardware. You get the recognition. Email Us: ban...@so... > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > > |
From: Tom S. <tsp...@mo...> - 2002-05-08 17:34:43
|
> How tough is it to learn MEL? I am coming from Max Plug-In SDK. Well they're two different things... MEL is Maya's scripting language and is more akin to MaxScript than Max's plug-in API. Unfortunately the best source of information on MEL i've found is the command documentation ( goto the 'Help' menu then 'MEL Command Reference...' ) and reading other MEL scripts. MEL is great for quick and dirty tasks, but it's very hard to debug so don't write anything too big with it. Now Maya also has a C++ plug-in API and from what i've been told it can be a bitch to work with. You can find info on the API in the \Maya4.0\docs\en_us\html\DevKit folder of your Maya install. > How do you think is the fastest way for me to ramp up to MEL from Max > plug-in? There is far more info available on Max plug-in and script writing than for Maya, so you'll have to settle for the 'just do it' approach to learn how it works. Tom ----- Original Message ----- From: "Corrinne Yu" <cor...@sp...> To: <gam...@li...> Sent: Wednesday, May 08, 2002 11:47 AM Subject: [GD-General] MEL > How tough is it to learn MEL? I am coming from Max Plug-In SDK. > What kind of Maya export mangling should I be careful of? > > My artists are moving more to Maya, and the data we need for engine is > increasingly those from Maya than Max. > > How do you think is the fastest way for me to ramp up to MEL from Max > plug-in? > > Thanks for the heads up. > > > > _______________________________________________________________ > > Have big pipes? SourceForge.net is looking for download mirrors. We supply > the hardware. You get the recognition. Email Us: ban...@so... > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Corrinne Y. <cor...@sp...> - 2002-05-08 16:47:46
|
How tough is it to learn MEL? I am coming from Max Plug-In SDK. What kind of Maya export mangling should I be careful of? My artists are moving more to Maya, and the data we need for engine is increasingly those from Maya than Max. How do you think is the fastest way for me to ramp up to MEL from Max plug-in? Thanks for the heads up. |
From: Brian S. <bs...@mi...> - 2002-05-06 17:54:19
|
I think what you're really talking about is zlib. I think of gzip as an executable that just wraps up zlib compression. Have a look on the zlib pages for the minizip library, which provides zip file reading & writing. =20 http://www.gzip.org/zlib/ http://www.winimage.com/zLibDll/unzip.html --brian -----Original Message----- From: Idahosa I. O. Edokpayi [mailto:ida...@sw...]=20 Sent: Monday, May 06, 2002 6:47 AM To: gam...@li... Subject: [GD-General] compresson I am trying to compress and decompress files for a small game project (I need to stay under 5 mb) using the crypto library. Crypto, or rather the gzip library in crypto, doesn't handle multiple files in one zip file in an obvious way. You specify a source and a target and that's it apparently. Does anyone know enough about gzip to suggest a better way? =20 Idahosa Edokpayi O2Cool Games Software =20 =20 =20 Idahosa Edokpayi O2Cool Games Software =20 |
From: J C L. <cl...@ka...> - 2002-05-06 17:39:26
|
On Mon, 06 May 2002 08:47:07 -0500 Idahosa I O Edokpayi <ida...@sw...> wrote: > I am trying to compress and decompress files for a small game project > (I need to stay under 5 mb) using the crypto library. Crypto, or > rather the gzip library in crypto, doesn't handle multiple files in > one zip file in an obvious way. You specify a source and a target and > that's it apparently. Does anyone know enough about gzip to suggest a > better way? You're used to things like zip files which individually compress each file and then pack the resultant compressed files together in a single larger file. gzip doesn't work that way, basically due to the fact that it is a stream compressor and not a file compressor (which also means that it doesn't support the meta-data overhead that file compressors require). Instead the metaphor is that all the files are first collected into a single archive file, and then the entire thing is compressed. Or, more simply, you hand it a stream and it hands you a compressed stream in reply. Any relevance to files is an abstraction outside of gzip. -- J C Lawrence ---------(*) Satan, oscillate my metallic sonatas. cl...@ka... He lived as a devil, eh? http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live. |
From: Idahosa I. O. E. <ida...@sw...> - 2002-05-06 13:47:08
|
I am trying to compress and decompress files for a small game project (I need to stay under 5 mb) using the crypto library. Crypto, or rather the gzip library in crypto, doesn't handle multiple files in one zip file in an obvious way. You specify a source and a target and that's it apparently. Does anyone know enough about gzip to suggest a better way? Idahosa Edokpayi O2Cool Games Software Idahosa Edokpayi O2Cool Games Software |
From: Tom H. <to...@3d...> - 2002-05-03 01:00:51
|
At 12:44 PM 5/2/2002, Brian Hook wrote: >However, I have to go with TomF on this one, all I hear are nothing but >raves about that "spiritual successor" to DPaint he posted. I downloaded the demo ... it's exactly what I was looking for :) Tom |
From: Brian H. <bri...@py...> - 2002-05-02 19:44:22
|
Photoshop isn't as bad as a lot of people think it is for paletted work, but it does have its, um, issues. PS7 has completely broken TGA support. You can't write out a 32-bit TGA with your alpha channel. Won't happen. Loads as white. PNG support has effectively been broken/useless since PS6. Experiment with different dithering types -- dithering can blow any additional compression you might get after going to 8-bit, so avoid it if you can assuming you're worried about space. And make sure that you tell it to use your palette (Custom Palette option). However, I have to go with TomF on this one, all I hear are nothing but raves about that "spiritual successor" to DPaint he posted. > My best recommendation is to draw what you want in PhotoShop > with 32-bit depth and then convert it to use your custom > palette when you're done. It can do a "best-fit" of the > 32-bit colors into your limited palette and can identify > colors that are beyond some "threshold of pain" that you can > then reassign. It can also dither between two close colors > across an area to give a gradual fill that would be near > impossible to do manually. |
From: George W. <ge...@ap...> - 2002-05-02 19:35:19
|
On Thu, 02 May 2002 03:33:40 -0700, Tom Hubina <to...@3d...> wrote: > I'm looking for a good Windows or even Mac program for drawing 8-bit images. > > Specifically, I want to make up a palette, select entries from that > palette, and then paint pixel by pixel with the entries from that palette. > > Photoshop is nice for 32-bit stuff, but working with a fixed palette on a > pixel by pixel basis seems to be a real pain in the ass. My best recommendation is to draw what you want in PhotoShop with 32-bit depth and then convert it to use your custom palette when you're done. It can do a "best-fit" of the 32-bit colors into your limited palette and can identify colors that are beyond some "threshold of pain" that you can then reassign. It can also dither between two close colors across an area to give a gradual fill that would be near impossible to do manually. -- Enjoy, George Warner, Mixed Mode Magic Fragment Scientist Apple Developer Technical Support (DTS) |
From: Philip H. <ph...@me...> - 2002-05-02 11:34:39
|
Apparently the editor from the old Video for Windows SDK is good for palette fiddling. I *think* it's called VidEdit. In the past we've used that and PaintShop Pro. Philip Harris Batfish Studios Ltd http://www.batfishstudios.com -----Original Message----- From: gam...@li... [mailto:gam...@li...] On Behalf Of Tom Hubina Sent: 02 May 2002 11:34 To: gam...@li... Subject: [GD-General] 8-Bit Image Editors I'm looking for a good Windows or even Mac program for drawing 8-bit images. Specifically, I want to make up a palette, select entries from that palette, and then paint pixel by pixel with the entries from that palette. Photoshop is nice for 32-bit stuff, but working with a fixed palette on a pixel by pixel basis seems to be a real pain in the ass. Thanks, Tom _______________________________________________________________ Have big pipes? SourceForge.net is looking for download mirrors. We supply the hardware. You get the recognition. Email Us: ban...@so... _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |
From: Tom F. <to...@mu...> - 2002-05-02 11:27:46
|
Deluxe Paint? :-) Pro Motion is the spiritual sucessor to DP - http://www.cosmigo.com/promotion/index.html Tom Forsyth - purely hypothetical Muckyfoot bloke. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Tom Hubina [mailto:to...@3d...] > Sent: 02 May 2002 11:34 > To: gam...@li... > Subject: [GD-General] 8-Bit Image Editors > > > I'm looking for a good Windows or even Mac program for > drawing 8-bit images. > > Specifically, I want to make up a palette, select entries from that > palette, and then paint pixel by pixel with the entries from > that palette. > > Photoshop is nice for 32-bit stuff, but working with a fixed > palette on a > pixel by pixel basis seems to be a real pain in the ass. > > Thanks, > Tom > > > _______________________________________________________________ > > Have big pipes? SourceForge.net is looking for download > mirrors. We supply > the hardware. You get the recognition. Email Us: > ban...@so... > _______________________________________________ > Gamedevlists-general mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=557 > |
From: Tom H. <to...@3d...> - 2002-05-02 10:32:42
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I'm looking for a good Windows or even Mac program for drawing 8-bit images. Specifically, I want to make up a palette, select entries from that palette, and then paint pixel by pixel with the entries from that palette. Photoshop is nice for 32-bit stuff, but working with a fixed palette on a pixel by pixel basis seems to be a real pain in the ass. Thanks, Tom |
From: <phi...@pl...> - 2002-04-08 18:11:29
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Kent Quirk <ken...@co...>: > I think their model is toroidal rather than spherical, ...or indeed, Asteroidal ;) Ahem. The major problem with that model is that you have to explicitly handle the wrapping-round feature in any system that performs more than a single point spatial query (by either performing two queries, and merging the results, or splitting the query into two halves). Note that the (original arcade) Asteroids has a dead zone off screen before you actually wrap round. Cheers, Phil Kent Quirk <ken...@co...> Sent by: To: <ida...@sw...>, Game Dev gam...@li...urc <gam...@li...>, Algorithms eforge.net List <gda...@li...> cc: Subject: Re: [GD-General] spatial representation 04/07/2002 08:22 AM TreadMarks (the tank battle game from Longbow Digital Arts) has an interesting solution to this -- an infinite terrain. As I recall, it wraps after you get to one edge of the world. So you could, I believe, keep driving in one direction and eventually wrap around again to the battle. I think their model is toroidal rather than spherical, but you might consider that instead of just falling off the edge of the earth ("Here be dragons!"). Another possible solution in a flight game (where, I presume, standing still isn't possible) is to have a force (wind) that pushes you away from the world edges. It would be negligible near the middle of the world, but get more and more powerful at the edges. If they're always moving anyway, most people won't ever fly straight enough or far enough towards an edge to ever notice. Kent -- Kent Quirk, ken...@co... on 04/07/2002 On Fri, 05 Apr 2002 04:32:11 -0600, Idahosa Edokpayi scribbled: >I want to do a smallish flight combat game. Even though I only want >a small game, I want big spaces, or at least the biggest space I can >get using floating point variables. My reason is that I can't think >of any good way to force players to not wander without breaking >immersion; so I plan to give them the largest possible space I can >and then just do something ugly when they reach the limit. I tried >to search the archives unsuccessfully (how does that work again? >GeoCrawler was unhelpful) > >Idahosa Edokpayi > > >_______________________________________________ Gamedevlists-general >mailing list Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-general >Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 |
From: Kent Q. <ken...@co...> - 2002-04-07 15:23:14
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TreadMarks (the tank battle game from Longbow Digital Arts) has= an interesting solution to this -- an infinite terrain. As I recall,= it wraps after you get to one edge of the world. So you could, I believe, keep driving in one direction and eventually wrap around= again to the battle. I think their model is toroidal rather than= spherical, but you might consider that instead of just falling= off the edge of the earth ("Here be dragons!"). Another possible solution in a flight game (where, I presume, standing still isn't possible) is to have a force (wind) that= pushes you away from the world edges. It would be negligible near the= middle of the world, but get more and more powerful at the edges. If= they're always moving anyway, most people won't ever fly straight enough= or far enough towards an edge to ever notice. =09Kent -- Kent Quirk, ken...@co... on 04/07/2002 On Fri, 05 Apr 2002 04:32:11 -0600, Idahosa Edokpayi scribbled: >I want to do a smallish flight combat game. Even though I only= want >a small game, I want big spaces, or at least the biggest space I= can >get using floating point variables. My reason is that I can't= think >of any good way to force players to not wander without breaking >immersion; so I plan to give them the largest possible space I= can >and then just do something ugly when they reach the limit. I= tried >to search the archives unsuccessfully (how does that work= again? >GeoCrawler was unhelpful) > >Idahosa Edokpayi > > >_______________________________________________= Gamedevlists-general >mailing list Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-genera= l >Archives:= http://sourceforge.net/mailarchive/forum.php?forum_id=3D557 |
From: Idahosa E. <ida...@sw...> - 2002-04-05 10:33:59
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I want to do a smallish flight combat game. Even though I only want a small game, I want big spaces, or at least the biggest space I can get using floating point variables. My reason is that I can't think of any good way to force players to not wander without breaking immersion; so I plan to give them the largest possible space I can and then just do something ugly when they reach the limit. I tried to search the archives unsuccessfully (how does that work again? GeoCrawler was unhelpful) Idahosa Edokpayi |
From: Tom H. <to...@3d...> - 2002-03-19 04:46:00
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At 04:41 PM 3/18/2002, Brian Hook wrote: >Steady state frame rate situations are easy to support, it's when you >have things like loading screens and long idle periods that you get >hosed. For example, say you have background music playing and you now >load a map file that's 3MB. You probably can't pull that up in < 50ms. Yup ... Long file I/O kills that kind of sound system. It's often ok to shut off background music during long IO though. >To combat that you end up sprinkling "updateMixer()" calls everywhere >you _think_ you might have a long delay. This becomes error prone and >tedious. Yes .. I'd do everything I could to avoid such a thing. >The problem is that the mixer code can get very, very slow, depending on >how much optimization work you want to put into it. Panning, volume, >handling repeating sounds, etc. add up to a lot of overhead, especially >on lower end systems. Unless you're doing the mixing on another CPU or are running into situations where you're taking up double interrupt hits (something that can happen on the Mac and make things slower than they should be .. not 100% clear on this one myself), it doesn't really matter when/where you do the work. It's still going to take the same amount of time. Unless I'm missing something, I don't really see how this is relevant. >Actually, you'd need to write that function differently depending on >whether it was interrupt driven or not, since thread sync works >differently than interrupt sync. In all likelihood the right way to do >it would be write a portable function that had a system specific >synchronization wrapper around it. Yeah ... somethin like that ;) Tom |
From: Brian H. <bri...@py...> - 2002-03-19 00:41:41
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> Lets assume that my frame rate should never drop below 20fps. Steady state frame rate situations are easy to support, it's when you have things like loading screens and long idle periods that you get hosed. For example, say you have background music playing and you now load a map file that's 3MB. You probably can't pull that up in < 50ms. To combat that you end up sprinkling "updateMixer()" calls everywhere you _think_ you might have a long delay. This becomes error prone and tedious. > The other option is to go with a threaded system. This is conceptually much cleaner, but if supporting a console or MacOS is important, then you may be out of luck with this direction. > I think if I was to set up a mixer, I would push the issue of how to > service the hardware down to the system level. I would stack up play > commands from the game side and generate the mixed results in > response to a function call: Yep. That's pretty much the standard way of doing it. The problem is that the mixer code can get very, very slow, depending on how much optimization work you want to put into it. Panning, volume, handling repeating sounds, etc. add up to a lot of overhead, especially on lower end systems. > This function would need to be interrupt and thread safe. Actually, you'd need to write that function differently depending on whether it was interrupt driven or not, since thread sync works differently than interrupt sync. In all likelihood the right way to do it would be write a portable function that had a system specific synchronization wrapper around it. Brian |
From: Tom H. <to...@3d...> - 2002-03-19 00:28:19
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At 04:00 PM 3/18/2002, Brian Hook wrote: >One other thing that hasn't been mentioned is latency. With a threaded >audio mixer you can get pretty low latencies since you know you'll be >serviced at fairly regular intervals. With a synchronous mixer, you >have to trade off robustness (underflows) for response time. For a >puzzle game this probably isn't that big a deal, but it's something to >be aware of. Setting up a one second buffer gives you a lot of lee way >on servicing the stream, but you've now established a pretty big ass >delay in your audio stream. Lets assume that my frame rate should never drop below 20fps. This means my sound buffer must be at least 50ms if I'm going to service it once per frame (two 50ms buffers for double buffering). This also means that I have a 50ms latency for kicking off new sound effects. If the frame rate drops below 20fps then I'm going to have ugly problems (skipping on MacOS, repeating on Win32). I think you can stretch this out to 70, 80, etc ms ... though I'm not sure where exactly it starts to feel disconnected from the action. The other option is to go with a threaded system. However, for systems without threads, or systems like MacOS where you only have cooperative threads (icky kaka) you end up right back at the once per frame thing or dealing with doing your buffer filling in response to interrupts. Basically, if you can get away with saying the frame rate will never drop below some number (which is strictly a sound effect latency problem), then you can deal with updating the sound buffers once per frame. If you can't, then you either need to sprinkle multiple sound updates through the code or go to a threaded / interrupt based system. ------ I think if I was to set up a mixer, I would push the issue of how to service the hardware down to the system level. I would stack up play commands from the game side and generate the mixed results in response to a function call: GetMixedData(int iBytes, void* pBuffer); which would give you the next iBytes worth of mixed sound data into pBuffer. This function would need to be interrupt and thread safe. Then you just call this function from where ever you update the sound hardware for that system. The mixing code is all cross-plat and you only have to write up a page or two of code for stuffing a system buffer with audio (just like Ogg Vorbis). The buffer sizes are all system dependant, and can even be varied at run time if you like. Tom |
From: Brian H. <bri...@py...> - 2002-03-19 00:06:04
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Doh, sorry, latency was mentioned by Mickael Pointier. Sorry for any confusion. > One other thing that hasn't been mentioned is latency. |
From: Brian H. <bri...@py...> - 2002-03-19 00:00:25
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One other thing that hasn't been mentioned is latency. With a threaded audio mixer you can get pretty low latencies since you know you'll be serviced at fairly regular intervals. With a synchronous mixer, you have to trade off robustness (underflows) for response time. For a puzzle game this probably isn't that big a deal, but it's something to be aware of. Setting up a one second buffer gives you a lot of lee way on servicing the stream, but you've now established a pretty big ass delay in your audio stream. Brian |