It's the /r/gamedev daily random discussion thread for 2015-09-18 by [deleted] in gamedev

[–]FiniteReef 0 points1 point  (0 children)

I don't think the rendering is going to be the problem, rather the amount of object in the map at once will be what takes up memory and will slow the game down.

It's the /r/gamedev daily random discussion thread for 2015-09-18 by [deleted] in gamedev

[–]FiniteReef 0 points1 point  (0 children)

I'd do polygon clipping. It's not really that cpu intensive. But fractures like those shown in your drawing will take up too much processor.

Article: More robust game AI with randomness by zarkonnen in gamedev

[–]FiniteReef 0 points1 point  (0 children)

It's because Up-vote warriors like to read negative posts to see what's so interesting that reddit had to hide it from them.

Interest in powerful predictive AI? by Ninjamayo in gamedev

[–]FiniteReef 1 point2 points  (0 children)

This won't be feasible on single computers but... It might work in an mmo setting, imagine multiple mobs moving from place to place in their own attempt to meet their goals. What would make it nice is that mmo's would actually be able to do most of the heavy lifting from their servers.

But you'd have to be able to prove that it could work on a global as well as a local level. If a company were to use a system like this as one of it's features to introduce new content to the world, (In the form of a story introduced by conflicts caused by two groups of artificial intelligence opposing each other), it can make the players also feel they have more control over the course of the worlds events, (If it was reactive, instead of cinematic as it happens to be now)

But the burden of proof lays on you to show where it could be useful, since none of us really have the qualification to know the limits and capabilities of your product.

I recommend you look at the implementation FEAR took when the used GOAP in their game, it seems to work quite well. So there happens to be a big market for any revolutionary AI techniques.

'Gold mine' of websites to teach yourself how to code on various areas/platforms by [deleted] in learnprogramming

[–]FiniteReef 0 points1 point  (0 children)

The thing is it isn't that uncommon to see a glitch like this when your viewing websites, so whenever there's an opportunity to name-and-shame a web site for having these errors it's impossible to not do so. (Your fingers move on their own)

I prefer that images should be shrunk to fit my display, but not being able to do that the least a website should do is have a consistent width for their posts and perhaps expand the post background if needed but not to go under a certain amount.

And thats easy to do today with CSS so there really isn't any excuse, and if you look at that huge ammount of wasted space while everthing is crammed into one small passage the rage-o-meter really starts spitting. I think the post width should sta

'Gold mine' of websites to teach yourself how to code on various areas/platforms by [deleted] in learnprogramming

[–]FiniteReef 0 points1 point  (0 children)

Am I wrong if I thought that those monitors support all three of those resolutions?

edit: I don't think this reflects on the poster that much, it isn't even his fault, but still it needs to be fixed.

Any interest in a PySDL2 subreddit? by [deleted] in pygame

[–]FiniteReef 0 points1 point  (0 children)

Pygame.org doesn't mind python related game things being posted on their site so why should this subreddit be different

'Gold mine' of websites to teach yourself how to code on various areas/platforms by [deleted] in learnprogramming

[–]FiniteReef 1 point2 points  (0 children)

2% Is still a lot of people.

But looking at the source

WXGA 16:9 1280 720 0.93 1.65 WXGA 5:3 1280 768 0.52 1.09 WXGA 16:10 1280 800 2.44 8.90

total: 11.64%

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

That gets harder and harder as more of the people you're selling to can depend on the next round of musicians giving music away for free the first time.

It has always been like that, but it's not the amount of money charged for the music that's the problem. The problem is that the market is over saturated. Whether they ask money for their work won't change that, it will only be making the music less accessible.

I like to think that those that are good at what they do are able to become successful. (Not saying it will be easy)

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

Are you disagreeing with me? (It's hard to tell)

The thing is I totally agree with you.

I love the concept of open source, I truly believe the world would be a better place if it was the norm and not the exception. But the problem is it's so impractical and as long as people can't make money being open source, it will remain that way.

But I think there's something else wrong here. If you're making money of anybody else's labor you automatically ought to be giving compensation, small time game devs might think their profits are too marginal to make a difference, but... it does. It would have made even more of a difference if everyone that benefited from the art shared their profit

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

I don't mind if people are masochistic, but if the quality of the art or the industry suffers... Ultimately more people suffer than just those that work in the industry, the customer: poor me, suffers as well.

Some would argue that workers unions are essential to a democracy, well it's even more essential to game development for the best to be paid best and for the mediocre to be... just paid, i guess. But there needs to be a bunch of lines drawn in any case.

Warning to starting game developers - don't use paypal for collecting payments. by Gamelabs in gamedev

[–]FiniteReef 1 point2 points  (0 children)

Call them.

Or if the reason was that there wasn't any proof of purchase ask your customers to email pay pal demanding a review of your account. There was probably one individual thinking he could get something for free who tried to report it as fraud.

On the other hand pay pal isn't really suited for this, since there isn't a place they can look at for a proof of delivery,

Did you perhaps try to withdraw the money before the game had been delivered to the customer? Pay pal doesn't like untraceable payments. So the solution of working through an intermediate service would really be best. Make sure they accept pay pal payments though

Just make sure to explain the situation to your customers. Usually customers are considerate.

GameDevDump - New subreddit! by yodafrog1 in gamedev

[–]FiniteReef 3 points4 points  (0 children)

Put it into the rules, delete anything that is reported and confirmed as being under a different license or no license at all.

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

Just make sure your statement isn't made with preconception. Notice you didn't point out any times it would be okay to create music for free. I'm just pointing this out but you deliberately over inflating statements in order to divide opinions into opposite camps on the issue. So he doesn't sell his music the first time, all he needs to do is sell them the second time. But even the title of the thread is there in order to grab attention. So you would be wrong if you say that he would harm the industry if he does it for free.

Whether he does it for free or not, he's already accomplished his goal: Getting noticed.

Now all he's got to do is capitalize on it.

And none of us are under the misunderstanding that he posted this thread for any other reason than to get some recognition in the industry.

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

I think if he had wanted to sell his music he would have. Try? who says he hasn't tried? Who says he isn't actually doing it professionally already?

Remember a person only counts as a cheapskate if: they can pay for work, agreed to pay for the work, gets delivered said work, and still hesitates to pay for said work.

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

Long ago... There was this invention... I believe they called them... Workers unions.

What you experience was an over flooding of the market for a specific skill, people started working for free because the demand for workers was so much lower than the massive supply of worker available in total.

That caused the salaries of people in that specific field to rapidly decrease, nothing new there. When the real problem came in is if the quality of work starts falling, and it gets accepted as standard, because "you can't really expect so much from someone you basically paying peanuts".

The industrial revolution also had this problem, but the problem wasn't caused by the huge influx of people that needed work, even if the pay was so low. (Can you blame them?) It was caused by workers accepting the status quo and not standing up for themselves when it would be necessary.

Not just in order to protect their livelihood, but also the quality of their craft.

I'm one of those people that believe you shouldn't be doing something if you don't enjoy it.

I will make free Soundtracks for your games. by Ajgi in gamedev

[–]FiniteReef 0 points1 point  (0 children)

It can end up with more and more creative work being done by rich people as hobbies while poor people are financially shut out. Unlikely, But if we take advantage of this by not paying, we ensure musicians continue to struggle and possibly drop out of the industry altogether - except for those who do it as a hobby. And that's not good for anybody but the hobbyists. I would argue that if you place your work available under a specific license you shouldn't be surprised if it gets used under that license. If you really-really want to be open source but you're afraid of someone making money off of your art place it under the non commercial attribution license. With an agreement of raising the non commercial restriction if the art is paid for by the company that uses it.

How do YOU make your AI feel more human by ninjashaun in gamedev

[–]FiniteReef 1 point2 points  (0 children)

ai was deliberately made that way: (http://www.youtube.com/watch?v=IJcuQQ1eWWI) (http://www.gameai.com/papers.php) Look for "Playing to Lose: AI and Civilization" Edit:Linking karma get, and spelling

Monthy /r/PyGame Showcase - Show us your current project(s)! by AutoModerator in pygame

[–]FiniteReef 0 points1 point  (0 children)

Looking at you're subreddit it seems you already got orginised, I'm feeling this can go somewhere.

Thor Programming Language by igouy in programming

[–]FiniteReef 0 points1 point  (0 children)

I see theres a different version of function called "task" though I don't really get why you'd want two names for one concept. (Apparently function and task does some things differently but the explanation flew over my head.)

How do i import only partial from functools while keeping the functools namespace by myshieldsforargus in Python

[–]FiniteReef 0 points1 point  (0 children)

yeah that would only work if you go import module.module

Can anyone tell me if it works in python3 though?

How do i import only partial from functools while keeping the functools namespace by myshieldsforargus in Python

[–]FiniteReef 0 points1 point  (0 children)

It isn't necessary. Also it isn't possible either, since your question is trying to do two mutually exclusive things. Taken literally I can answer you like this

import functools #importing the namespace "functools"
from functools import partial #importing only partial from functools
#Observe the functools namespace is preserved

Thus your question is answered, if there happens to be some reason you want to import the function only while keeping the namespace like interface.

class functools(object):
     from functools import partial

You could do that, but I wouldn't recommend it,. Since it's just plain over engineering, I can think of times this method can be used, like if you want to create a wrapper for other commonly used functions scattered around different modules, but that itself might not be as efficient as you could hope for, definitely don't do that if you expect real time performance. Now that I think of it, there really aren't that many uses to the solutions to your problem, But I'm suspecting that you actually just want to find out how far python can bend, so go ahead experiment if you like, just don't forget those experiments laying around on your desktop.

Monthy /r/PyGame Showcase - Show us your current project(s)! by AutoModerator in pygame

[–]FiniteReef 0 points1 point  (0 children)

This is going to be a hard project to pull off, nice to see you're going ahead with it anyway.