For sure the guy who made the call would lose his job over it, though, and that would just be mean. Stainless had his fun already, no need to get lawyers involved. :)
Haha, this made my day. I’d try contacting phone services about information about the call - as you clearly made a bet in it, which is an agreement (and in our country, agreement over phone is an agreement), also most phone calls are stored for I think 2 or 4 weeks, so you could clearly start a lawsuit against them in my country.
I actually do use geothermal. That’s the real funny bit.
The complex I live in has a geothermal plant built into it.
I’m fairly comfortable with Unity, but still have a ways to go. Actually, I’ve found it to be kind of hard to get used to because everything has to be done the Unity way. The editors make up for it, but I think the way it’s scripted is kind of round about and hard to organize. It seems kind of backwards in a lot of ways. I have to spend hours pouring over the script reference to figure out how to do something. The tutorials are full of details, but short on overall organization. A game manager class would have been a good idea. Most tutorials don’t even use one, so your stuck figuring it out yourself. The first thing most people do is start adding way too many scripts on the main character, GUI, everything. I’m still not sure I have it the way I want it, yet, and I’m working on about my third try at a game. I would have to say, scripting wise, it’s the most awkward engine I’ve ever used. On the plus side, it’s the easiest engine I’ve ever used to get a model into it from Blender, other than the Blender game engine. The GUI is pretty decent for a built in. The physics are decent and built in. All in all, good, but scripting, blah.
“Don’t call me Sir, I work for a living”, haha. Personally I would have told him I use industrial craft’s water mill generators to power my house. It only costs 4 wooden sticks and blocks. If he’s a savvy gamer, he’ll realize he’s been jested.
I actually made 45 dollars from them from a law suit that somehow had my name on the mailing list. Right now I’m just being called by the charities. They’ve kind of ruined it for themselves because I know if I give them any money at all, I will be hounded for the rest of my life because then my name goes on the very current sucker list. I bought something from these handicapped people once, but it turned out handicapped meant they wore glasses. The overpriced trash bags they sold me rip all the time and I’ve had them forever because I hate them.
Not sure if markdown supports some sort of html syntax that would allow us to reference a PHP powered polling app. Worse comes to worse, we just spam our votes here in the chat :)
Excellent tutorial. If any Linux users are having issues compiling, it seems that the makefile in the Linux port is missing the the ALUT library link. In order for it to compile properly, please modify the COMPILEFLAGS in ‘Makefile’ to include ‘-lalut’. It should look similar to the following:
COMPILEFLAGS = -lopenal -lalut -logg -lvorbis -lvorbisfile
It is contract work which will last until project completion. It is off site which means you can work from home.
Well now Xmas is over, I suppose we should close this down.
Does anyone know how to set up a voting system on Devmaster?
We should try and get people to vote on it.
Give us a few more details please.
Contract work, permanent, location, on site, off site, etc.
I have written very thorough documentation on a great deal of the software already which had been broken down further by the lead programmer. We still do not know how long these pieces will take. As undetailed as the above list is, I thought someone might be able to give an estimate on at least some things.
Thank you for your advice though, this is very helpful.
Don’t assume that because you are using Java, it’s portable.
Java was a good idea that fell apart under real world conditions.
Anyone who has had to deal with Java, pJava, Midp, JDK 1.N, etc will tell you what a nightmare it can be.
Having actually written a JVM, I know from experience how crap Java can be.
The JVM we wrote was typical 130 times faster than the one written by Sun. This caused massive problems getting it certified. For example, the garbage collector in Java had a known problem that means it will eventually crash. To be certified, your JVM had to run a test for 10 hours. Since our’s ran so much faster than the standard JVM, we had to run for the equivalent of about 130 hours. Nightmare.
First thing I would recommend is you create a complete requirements document outlining all the functional, non-functional features, and use cases of your software and then create a work breakdown structure. Typically this is done by an experienced project manager / software engineer, so I don’t know if you have any background in this or if anyone in your current team does. When done right, it’s your blueprint and timesheet for the project. When done poorly, you will underestimate the work, go over budget, and likely the final product quality will be very poor.
Tasks must be broken down into very small parts, usually no more than 8-24 hours of work. If a task is greater than that, you need to break it down into more parts. For example, don’t just ask “handle 3d model formats”. Be very specific. Example:
It’s much easier to look at something like that and say, 16 hours for that task, 8 hours for that task, etc. You need to factor in time for R&D (no developer knows everything), time for designing and prototyping, time for implementing, and time for testing, including writing unit tests. The sum of all the parts equate to the total estimate to complete the project. It’s not uncommon to have hundreds of tasks, so don’t worry if you start filling up pages after pages of tasks. The more granular, the more confident someone will be to give an accurate estimate. When done, you enter these tasks into a content management system (CMS) such as JIRA. You’ll now have your blueprint. When hiring a contract worker, you ask them to fill in those estimates and then negotiate the contract.
Beyond that, there’s no reliable way anyone on the Internet can give you an estimate. It’s purely subjective and not the best way to go about it. I mean we can throw numbers at you, but it’s pure hearsay.
It’s being written in Java, so it targets any platforms Java does. And no, this is not a game engine, it’s more of a software for animation and simulations that can help previsualize game concepts.
This information actually helps a lot, thank you.
Without knowing what you actually want to do, we can’t help. We would need to know target platforms, operating systems, compiler, etc.
From your original post, I would have said you want to write your own game engine. Which I agree with Reedbeta is probably not a good idea.
However, to give you some kind of numbers to work with. I charge £400 a day, and I’m busy. Recent projects include….
Hope this helps
I suppose a better way to put it would be “first time we’ve ever embarked on a project of this magnitude.”
The software we’re making has a different structure than game engines and other software. We need it to be flexible to our needs and not depend on existing engines. Programs from Unity to Blender had their engines created from scratch because it was necessary and the most practical way to do it. Most of things we’re aiming to create are not that difficult either.
Well, you said “This is the first time we’ve embarked on such a project”, which I assumed meant a game-like project. If you are actually an experienced game developer, I apologize. (Besides, I would expect a team or technical lead with game development experience to have someone able to make these estimates themselves, rather than pinging a web forum for free advice…)
Does your “completely different” approach affect the rendering layer a great deal? If so, we would need to know a lot more about it in order to come up with any reasonable estimates.
If your special sauce is more front-end and doesn’t affect the low levels too much, though, then I still say you can get a lot of mileage out of off-the-shelf components, perhaps using parts of existing open-source libraries and engines, and building your own front-end over them. There’s just no reason to pay people to write the 1000th iteration of a basic GL engine with alpha-blending, deferred lighting and real-time shadows from scratch.
oh I see, I get it. Thanks again Reed for your help.
I guess Google chrome can read asm.js now. I can run Epic Citadel at 43 frames per second, 1600 x 900 on my amd laptop with an A8.
If any of the things you suggested were viable options we wouldn’t be bothering with this. Believe me, I know all of this very well. We’re not creating a game or simulation. We’re creating a program capable of animation and simulation. Its approach is completely different from software like Unity and 3d animation suites, and we believe it will be far more efficient. We can’t depend on external engines to get it to work, we have to create a lot of it from scratch.
“Especially since you have no previous experience in game development”
I’m not sure how you inferred that, I have quite a bit of experience in game development.
Is your goal ultimately to make a game or simulation of some sort? If so, you should seriously question the wisdom of building your own game engine. It will be much cheaper and easier to use an off-the-shelf engine such as Unity, UDK or CryEngine. Especially since you have no previous experience in game development, there are a lot of minefields and issues you probably haven’t thought about, that you can sidestep by using an off-the-shelf engine.
All the features you listed are very basic and any mature off-the-shelf engine should have them. The only exception is the video enc/dec bit. Many engines have support for playing video files, either full-screen (cutscenes) or into a texture that can then be rendered in the 3D scene (for showing video on a TV in the game world, for instance). Support for encoding video is probably less common. If you just need to capture video/audio of what the engine is outputting, that can be done with external tools like FRAPS. If it’s something more complex you’ll likely need to mod the engine, but that can be done with a source license and will be way cheaper than building the whole engine from scratch.
They’re still boxes, right? Set up a coordinate system that’s aligned with the box, in whatever orientation it’s in. Then the box is axis-aligned in that coordinate system, by definition. If you transform the vertices into that coordinate system, you can calculate the min and max. Then generate the 8 corners from the min and max, and transform them back into world coordinates.
The three major issues he posted are indeed a problem, although they are just inconveniences. I’ve learned to accept that for the greater good that browsers at least offer the ability to become gaming platforms and even much more. Plus you get use to the limitations rather quickly and just work with it. ECMAScript 7.0 has plans to evolve the language from out of the stone age. Overloading, concurrency, real classes.