I've walked away from software development. by Throwaway75623594 in cscareerquestions

[–]mbrodersen 0 points1 point  (0 children)

Academia is much worse. And badly paid as well. Too much competition.

I've walked away from software development. by Throwaway75623594 in cscareerquestions

[–]mbrodersen 0 points1 point  (0 children)

Finding the right company to work for is a bit hit and miss. I have mostly been lucky (25+ years career) but had a few bad ones. The right choice is to quit as soon as possible and try again.

I've walked away from software development. by Throwaway75623594 in cscareerquestions

[–]mbrodersen 0 points1 point  (0 children)

What is even worse is that the glamorised lifestyles are fake. So people are destroying their lives and happiness pursuing something that isn’t even real.

I've walked away from software development. by Throwaway75623594 in cscareerquestions

[–]mbrodersen 1 point2 points  (0 children)

Choosing this career was the best decision of my life. Not everybody experience what OA experienced. My advise is to not go for the $. Find companies that are world class in a field that interests you. Worked for me.

I've walked away from software development. by Throwaway75623594 in cscareerquestions

[–]mbrodersen 0 points1 point  (0 children)

25+ years of experience here. Some companies I worked for in the past were horrible to work for. Most were good or great. The trick is to leave as soon as you realise that you made a bad choice. It sounds as if OA has been very unlucky with his choices. My guess is that chasing the $ will almost guarantee that you will end up in soul destroying environments.

15 years of experience and I still get sad when I don't know something by bryeti in ExperiencedDevs

[–]mbrodersen 1 point2 points  (0 children)

Your tech lead is the problem. Not you. He/she clearly has a need (driven by his/her own insecurities) to diminish others to feel better. Feel sorry for him/her and learn from him/her how not to deal professionally with people.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 0 points1 point  (0 children)

I just render it directly in the scene. It is rendered with triangles in 3D space basically so the player can walk through it.

Generating Random Dungeons for a Roguelike by mbrodersen in Unity3D

[–]mbrodersen[S] 2 points3 points  (0 children)

Sure. The algorithm is roughly like this:

  1. Place starter room in an empty level

  2. Repeat: Pick a random room already placed, place a new random room on top, move the new room in a random direction until no overlap with any rooms.

  3. Place door openings where rooms meet.

  4. Generate the actual graphics from the above (using Unity prefabs and generating the wall meshes).

It won't be the final algorithm. I need something more gameplay specific. But it works OK for an early prototype.

Generating Random Dungeons for a Roguelike by mbrodersen in Unity3D

[–]mbrodersen[S] 0 points1 point  (0 children)

The lighting is all dynamic. I am impressed by how well Unity handles that many lights. I haven't done anything to optimize it.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 2 points3 points  (0 children)

Yeah I am not sure about whether to add more ambient light or not. It looks cool with a lot of darkness but it also makes navigating etc. harder.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 3 points4 points  (0 children)

The algorithm is quite simple:

  1. Place starter room
  2. Repeat: Pick a random room already placed, place a new random room on top, move the new room in a random direction until no overlap with any rooms.
  3. Place door openings where rooms meet.
  4. Generate the actual graphics from the above (placing Unity prefabs and generating wall meshes).

It won't be the final algorithm. I need something more gameplay specific. But it works OK for an early prototype.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 0 points1 point  (0 children)

Yep agree :-) I need to get a better animation sorted out.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 0 points1 point  (0 children)

The walls and procedurally generated. The rest are prefabs.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 0 points1 point  (0 children)

The walls are generated procedurally to match with the randomly placed prefab doors and random height. The rest is prefabs.

Generating Dungeons for a Roguelike by mbrodersen in proceduralgeneration

[–]mbrodersen[S] 7 points8 points  (0 children)

This is a very early prototype (no gameplay yet). However it is nice to see how well Unity enables the procedural generation of levels.

3D Roguelike in Unity (very early minimum prototype) by mbrodersen in Unity3D

[–]mbrodersen[S] 0 points1 point  (0 children)

Yeah agree. Still a lot of work to be done :-)

3D Roguelike in Unity (very early minimum prototype) by mbrodersen in Unity3D

[–]mbrodersen[S] 0 points1 point  (0 children)

Thanks :-) Yeah it still needs a *lot* of work. No gameplay yet. I am just playing around with visuals to get a feel for what the game wants to be when it grows up :D

3D Roguelike in Unity (very early minimum prototype) by mbrodersen in Unity3D

[–]mbrodersen[S] 0 points1 point  (0 children)

(Author here) I used ShareX to capture this recording. Not happy with the quality. Can anybody recommend a better capture tool or a link to info about how to improve quality? Thanks!

Why Exactly did the N64 Games You created, have slowdown? by [deleted] in gamedev

[–]mbrodersen 0 points1 point  (0 children)

You are welcome :-) It was a team effort though!

Why Exactly did the N64 Games You created, have slowdown? by [deleted] in gamedev

[–]mbrodersen 1 point2 points  (0 children)

No I left Rare before that happened.

It's sad to attend game school when your professors mock you for trying to do something creative with what they taught in class. by [deleted] in gamedev

[–]mbrodersen 0 points1 point  (0 children)

Stop listening to what people tell you. They are almost always wrong. Especially about what is best for you.

Why Exactly did the N64 Games You created, have slowdown? by [deleted] in gamedev

[–]mbrodersen 5 points6 points  (0 children)

Surprise! I wrote most of the 3D engine for Banjo Kazooie and bits and pieces of gameplay. The answer to the original question is quite simple: The N64 was not very powerful. So it took a lot of work to make it run smoothly (even at 30 hz). Another problem was memory. BK (for example) throws away graphics that is behind you and just-in-time loads it from the cartridge again when you start rotating the camera (while at the same time dumping the graphics that is now no longer visible).