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bio website scivium.com
location Oceanside, CA
age 41
visits member for 3 years, 8 months
seen Feb 7 at 19:26
Game developer since 1996. Many shipped games. Some did very well, some did not-so-well. Strong opinions about the Right Way. -tom!

Sep
10
comment Version control for game development - issues and solutions?
Regardless of bigfile support, if two people edit, say, a Maya file at once, one will check in and the other will have to redo the work. With Perforce, at least, you can know that someone else is editing the file (and also automatically have a lock on that file).
Sep
10
comment What Version-control systems work best with games?
@Tchalvak - how do you propose synchronizing the backup system with the version control system? What backup systems do you know of that allow for multiple people to sequentially revise large binary files, and go back to any version in the past along with the appropriate version of all of the other files in the project? (Sounds like the requirements of a source control system to me.)
Sep
10
comment How much longer should I support iPhone 3G?
Wow, you can buy apps that won't work on your device? +1 for Android Market...
Sep
9
answered Solidworks (3D model) import help
Sep
9
comment Random Ghost Behavior in PacMan Clone Not Random?
Ah ok. I don't know C# and guessed that maybe the Random object was being initialized to the same thing each time it was brought up.
Sep
9
answered Random Ghost Behavior in PacMan Clone Not Random?
Sep
8
comment How do you decide when your feature list is long enough?
It's worth noting that some studios adopt another step on a process like this, which is to evaluate each feature request for how well it helps achieve the core goal of the game. If it doesn't directly support the core goal, then it is cut.
Sep
8
answered How do you decide when your feature list is long enough?
Sep
7
answered What is a good book to start programming a 2D C++ game?
Sep
7
comment Best 3rd Party DRM Solutions
@Cyclops I didn't say that but it's pointless to argue against logical fallacies.
Sep
5
awarded  Nice Answer
Sep
3
comment Efficient structure for representing a transform hierarchy
Thanks Neverender.
Sep
3
revised Efficient structure for representing a transform hierarchy
added 103 characters in body
Sep
3
revised Efficient structure for representing a transform hierarchy
Method to build the transform "array".
Sep
3
comment Efficient structure for representing a transform hierarchy
@tenpn- the idea is that you have a purpose built buffer. The whole point is to avoid extra allocations; you can't specify the array size because you don't know how big it'll be. After you write num children, you write into your child array, but then the next Transform starts after the child array ends. (This is why you need to use byte offsets and not indices for this structure; you don't know how big each entry is, but it is still efficient to traverse and is self contained so it can move as a unit.)
Sep
3
answered Efficient structure for representing a transform hierarchy
Sep
2
comment Best 3rd Party DRM Solutions
None is not a valid answer in this case, because some are clearly worse than others. I suspect most would prefer to not have their machine rootkitted by software when they install it. Since some are worse than others we can see that some therefore must be better.
Sep
2
answered Should larger Unity Projects use Visual Studio
Sep
2
comment Best 3rd Party DRM Solutions
Fair enough, although the question was "which DRM is 'best'", not "should I use DRM" or "which DRM should I use."
Sep
2
comment How do some games save without creating data files?
@Ricket - that's bolting an executable onto existing data, sort of like self extracting archives. I suspect that they're not actually modifying the file itself, rather recreating it on "save".