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Sigma-X posted:I got my current job by arguing with Megashark: That first link seems a lifetime away now.
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# ? Aug 3, 2012 06:15 |
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# ? Jun 6, 2024 06:30 |
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Tricky Ed posted:I'd just like to pop in here and tell anyone in charge of naming anything in an ongoing game to never ever name any system "new X," because eventually that thing will no longer be new, and you'll have to replace it. I learned this the hard way on Naked Gun: ICUP. Our current Frank Drebin Jr. sprite exists in a folder called NewFrank. What do I call it if we replace him with a newer version?? NewNewFrank? NewererFrank? NewestestFrank? v2, v3, v4 etc from now on.
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# ? Aug 3, 2012 07:55 |
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Aliginge posted:I learned this the hard way on Naked Gun: ICUP. Our current Frank Drebin Jr. sprite exists in a folder called NewFrank. What do I call it if we replace him with a newer version?? NewNewFrank? NewererFrank? NewestestFrank? Or the correct answer, use some sort of version control system.
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# ? Aug 3, 2012 08:00 |
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Tricky Ed posted:I'd just like to pop in here and tell anyone in charge of naming anything in an ongoing game to never ever name any system "new X," because eventually that thing will no longer be new, and you'll have to replace it. On the subject of naming stuff, I had a Sad Moment at work the other day when design decided to replace our current naming system(every character has a proper name we can use to refer to them because designs change so 'the blue guy' might be red in a couple weeks and 'the one with the flamethrower' might just have an axe eventually) with a different system that's just as abstract but instead of actual names it's... strings of numbers. Because people outside the character team found names hard to remember or something? Good luck getting anyone to remember the numbers instead, guys
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# ? Aug 3, 2012 09:15 |
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AntiPseudonym posted:Or the correct answer, use some sort of version control system.
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# ? Aug 3, 2012 11:33 |
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You know what they say, the two hardest problems in computer science are: cache invalidations, off by one errors, and naming things.
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# ? Aug 3, 2012 15:42 |
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At least you didn't name it the Source Engine. Also the hardest problems are heap corruption, thread timing issues, and bugs caused by aliasing optimizations.
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# ? Aug 3, 2012 15:57 |
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OneEightHundred posted:At least you didn't name it the Source Engine. gently caress multithreaded applications, they are the worst to debug
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# ? Aug 3, 2012 16:44 |
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I think the worst names for things are puns. They are kind of cute the first time, but there's only so many times you'll smile at a PhyreEngine joke. I also dislike unnecessary homophones like that, also.
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# ? Aug 3, 2012 16:49 |
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crazylakerfan posted:gently caress multithreaded applications, they are the worst to debug You may have joined the wrong industry at the wrong time... :\
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# ? Aug 3, 2012 16:52 |
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DancingMachine posted:You may have joined the wrong industry at the wrong time... :\ Oh, I know how to debug them, it is just a pain without the right tools. (They never give you the right tools while working on them in college ) Chainclaw posted:I think the worst names for things are puns. They are kind of cute the first time, but there's only so many times you'll smile at a PhyreEngine joke. I also dislike unnecessary homophones like that, also. It took me 2 days to realize that GooeyX, actually meant GuiX
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# ? Aug 3, 2012 16:59 |
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Tricky Ed posted:I'd just like to pop in here and tell anyone in charge of naming anything in an ongoing game to never ever name any system "new X," because eventually that thing will no longer be new, and you'll have to replace it. cConfigUseFinalLogin cConfigUseReallyFinalLogin (There were also no less than 4 different layouts for the login screen)
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# ? Aug 3, 2012 17:06 |
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Coffee Jones posted:Here's a question that might have been asked - Mass Effect 2 was supposed to let you hire squadmates in any order, but since the Xbox 360 only has DVDs they couldn't fit everyone on the same disc, so they split the squadmates equally between discs so you could only get four in the first half of the game and four in the second. They could've still made them all available from the start but I guess they wanted to minimise disc swapping. mastermind2004 posted:I present to you my way of dealing with this problem: On my class project last semester I had to reupload our final code every time we found something to change at the last minute. I went through "<name> final", "<name> final FINAL", then someone else uploaded "<name> final FINAL THIS ONE", and then I added "<name> final submission". After that I stopped uploading them and kept all the files to myself, because then I could name them whatever I wanted. Category Fun! fucked around with this message at 17:20 on Aug 3, 2012 |
# ? Aug 3, 2012 17:17 |
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DancingMachine posted:You may have joined the wrong industry at the wrong time... :\ The horror of multithreaded debugging is when you've got a lot of equally heavy threads, all doing work, all coupled conditionally at times. That's how we were thinking back in the late 90's and early oughts. By contrast, the model that hardware and software have migrated to is worker threads. No coupling implied or expressed, simple to dump progress from, and things don't explode quite the same way. Because the work was always treated as a delayed-load asset, your code just waits, instead of exploding. I... actually don't mind it anywhere near as much as I used to. Engines have gotten way better, and hardware designs have resulted in more logical threading.
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# ? Aug 3, 2012 18:05 |
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Category Fun! posted:Mass Effect 2 was supposed to let you hire squadmates in any order, but since the Xbox 360 only has DVDs they couldn't fit everyone on the same disc, so they split the squadmates equally between discs so you could only get four in the first half of the game and four in the second. They could've still made them all available from the start but I guess they wanted to minimise disc swapping. Shalinor posted:I... actually don't mind it anywhere near as much as I used to. Engines have gotten way better, and hardware designs have resulted in more logical threading. Doing anything other than that is a hilarious debugging nightmare though. Oh yes and I almost forgot my other favorite class of bug: Bugs that only happen when the debugger isn't running and stop happening if you put log calls anywhere near it.
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# ? Aug 3, 2012 19:14 |
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I'm quite fond of CPU-GPU shared resource issues. Yeah, unified memory is a huge advantage, but when you start getting mysterious GPU crashes because your CPU isn't running far enough ahead of the GPU and modifies/deletes resources that the GPU is using... Combine that with a new console that doesn't yet have a GPU debugger of any sort?
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# ? Aug 3, 2012 19:22 |
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OneEightHundred posted:Oh yes and I almost forgot my other favorite class of bug: Bugs that only happen when the debugger isn't running and stop happening if you put log calls anywhere near it. Hah, oh yes, who doesn't love these! I wasted a good few days of madness trying to track a particularly horrible one down in some 3rd party code, and eventually our lead dev. took it over... A week later (of poking at it in his extra time) he found that it was an obscure/rare bug introduced by compiler optimizations in very "special" cases. Running in debug mode or adding logging actually did prevent the bug from occurring. Yeah, we all felt pretty special. yAak fucked around with this message at 19:39 on Aug 3, 2012 |
# ? Aug 3, 2012 19:37 |
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Schrödinger's bug
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# ? Aug 3, 2012 22:00 |
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I always call those Heisenbugs.
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# ? Aug 3, 2012 22:01 |
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Shalinor posted:Honestly? No, things are way better now. That's a fair point. On stuff that was architected from the ground up to be multithreaded, it's really not hard. But when you need to retrofit existing tech to be multithreaded... that can be challenging.
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# ? Aug 4, 2012 04:25 |
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You may want to put your drink down before opening this link http://forums.cgsociety.org/showthread.php?f=43&t=1062558&page=1&pp=15
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# ? Aug 4, 2012 08:13 |
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Wait, that guy's serious? I thought it was being posted as satire.
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# ? Aug 4, 2012 08:20 |
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Somebody convince him that these forums will be far more receptive to his ideas. Please
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# ? Aug 4, 2012 08:27 |
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quote:Do you know what I good at , good at IDEAS , my friend ...
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# ? Aug 4, 2012 08:51 |
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BWHAHAAHH oh man I had a good laugh. Especially the last one, while it was long it basically was dripping with sarcasm. It had to be an idea guy too. Guess you can't keep lovely people from modeling
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# ? Aug 4, 2012 08:53 |
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It has to be a troll. Otherwise I have lost all my faith in humanity. The broken English, the idea guy, the horrible model...
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# ? Aug 4, 2012 09:01 |
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HAIL LORD ZLATAN posted:You may want to put your drink down before opening this link iRock posted:ALL I WANT IS A JOB , THIS CHARACTER IS MY HOPE , AND WILL BECOME YOUR HOPE IF YOUR GAME STUDIO CAN GIVE ME A JOB . Well folks, this man seems like he's going to bring us into a new golden era of video gaming.
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# ? Aug 4, 2012 10:27 |
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I kinda want to do fanart of it. INSECT BATTERU all over again.
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# ? Aug 4, 2012 10:35 |
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Revitalized posted:
I hope someone tells that guy that you're not meant to put spaces before punctuation. Anyway, I just saw this article about Zynga being sued by EA for cloning The Sims and I was wondering how much of a big deal it actually is for them, figured this was a good place to ask. http://arstechnica.com/gaming/2012/08/maxis-and-electronic-arts-sue-zynga-over-the-ville/ I know they've had stuff like this before but they've always tended to clone games from really small developers that couldn't really do anything about it. It seems weird that they would choose to take on such a big franchise as The Sims. Is it as big a deal as it appears?
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# ? Aug 4, 2012 11:46 |
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Aliginge posted:I kinda want to do fanart of it. Or Crimson Haze. Though I think this guy is (if possible) even less receptive to the constructive criticism he is getting.
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# ? Aug 4, 2012 11:51 |
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Chalks posted:I hope someone tells that guy that you're not meant to put spaces before punctuation. Well, more specifically, it's about them cloning Sims Social which, especially given the weird choice of copying Maxis's naming convention of dropping their specifier for the game (i.e. sims vs sim city; cityville to the ville) i don't know. It seems likely to me that someone will settle to avoid some nasty precedent but who knows.
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# ? Aug 4, 2012 12:07 |
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The most interesting part is that Zynga copied the color values for skin tones. THEY COPIED IT ALL THE WAY DOWN TO THE SKIN TONES!
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# ? Aug 4, 2012 13:30 |
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Tricky Ed posted:I'd just like to pop in here and tell anyone in charge of naming anything in an ongoing game to never ever name any system "new X," because eventually that thing will no longer be new, and you'll have to replace it. Every time you name something, the name will wind up being ridiculous someday. It is best to give things names that are silly from day one. If you put "Smart" or "Auto" etc... into the name, you have doomed your system to be terrible forever.
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# ? Aug 4, 2012 14:53 |
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From some very old projects' classes/comments: "DietUDP - because UDP just isn't lightweight enough" Something called the SuperQueue whose only comment is "gently caress YOU STL YOU BAG OF FUCKSHIT! SuperQueue gonna save the day now!".
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# ? Aug 4, 2012 15:21 |
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devilmouse posted:From some very old projects' classes/comments: So it got renamed to HappyFlower.
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# ? Aug 4, 2012 15:44 |
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HAIL LORD ZLATAN posted:You may want to put your drink down before opening this link What the gently caress am I looking at? What is that man doing to his Also, I just finished my first week at work It was awesome once they actually started getting me work to do
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# ? Aug 4, 2012 19:00 |
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So I parted ways with my last job about two months ago and in the intervening time I've been doing a lot of UI work on The Secret World. The game doesn't really have a modding interface, but the base interface is open source. As a consequence, I've taken my Actionscript and Flex experience and stepped back and started learning my way around the Scaleform library and Flash Professional. Honestly I'm really enjoying myself and it's something I want to make a career out of; I've been passionate about and heavily involved with a bunch of addon projects since EQ1, and frankly it's one of the few things that has stayed with me as a hobby over the years. I've got some decent connections to the development team over at Funcom, and I regularly talk code and report bugs and provide fixes. As a result of that I've got a resume and such in and waiting to be considered sometime in early September and am waiting to hear back from that. With that background offered up, I'm wondering if anyone has a few tips on ways to make myself more marketable and to line up some other opportunities if the Funcom position doesn't pan out. I've got a solid programming background (primarily on a hobby and unpaid level, but ~4 years writing Flex on contract), a slowly growing portfolio of work I've done on The Secret World, and I'd really like to see what I can do to land a Junior job someplace or another.
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# ? Aug 5, 2012 00:37 |
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HAIL LORD ZLATAN posted:You may want to put your drink down before opening this link You weren't joking I absolutely lost it at the sudden appearance of Triple H
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# ? Aug 6, 2012 12:30 |
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Catagorical posted:So I parted ways with my last job about two months ago and in the intervening time I've been doing a lot of UI work on The Secret World. The game doesn't really have a modding interface, but the base interface is open source. As a consequence, I've taken my Actionscript and Flex experience and stepped back and started learning my way around the Scaleform library and Flash Professional. Quick end of lunch reply - I don't know whether you have any experience with formal UI design, wireframing, user path etc - but that would be something to check if not. The production chain is possibly something you are exposed to at Funcom but while you are talking to them it is is good time to get familiar with the way at least one big house does it. Places vary wildly but having seen it in action in one place you'll have a percieved more valuable opinion (stress on the perception as you seem like you have done enough privately to know the chain already.) If I were in a position to recruit a UI guy now, I'd also be asking how you would go about tracking user path, implementing A/B and multivariate testing and input/output checking in case of a user using the APIs you are exposing in unintended ways. This is pretty specific to what I do so can be considered as what one person might want but I would guess you'd get 100 different answers from 100 different folks. It depends also to an extent also whether you want to really specialise in design or implementation or feel happy trying to do it all.
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# ? Aug 6, 2012 12:34 |
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# ? Jun 6, 2024 06:30 |
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One of my friends is working on Watch_Dogs, and they're looking for level designers! So if you've got some experience with designing open worlds and are cool with working from Montreal, drop me a PM.
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# ? Aug 7, 2012 23:11 |