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Just thought I would post my going ons.
Just thought I would post my going ons.
| Name: | Vince Gee | |
|---|---|---|
| Date Posted: | Dec 20, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Vince Gee |
Blog post
So where has Vince been hiding?
In my basement of course!
Well, a few weeks ago I rewrote my patcher, it's released, works fine and all is happy.
So, I get talking with one of the people who are using the patcher for their game. He seems very dedicated, but on top of that, seems to have a solid understanding of Torque and isn't afraid to code, model, or anything!
I'm sorry, but I am so tired of people wanting other people to help on their project, and all they want to do is project manage. In my opinion, as an indie project manager, you better know how to code, model, art, and project manage, even if just a little of each skill.
Nothing is worse than being a code monkey (What I am), and being told to pound out a shit load of code while "Perceiving" that the leader of the project is doing nothing much. I get that enough at work, I don't want it on my hobby.
Instead, Mark who has been running Aakrana www.aakrana.com/ has been doing it all on his project when members come and go for the last couple years. And he has done an amazing job as well.
So about a week ago, I decided to help him out a bit. So, knowing that his C++ experience might be a little weak, I tossed a few resources into his head for him.
ODBC Integration
Array Class Resource
Subscription Based Message Router
Object selection in Torque (v1.2 onward) - Took it back out and put the next in.
TGE 1.5 - Bonus Resource Bundle
WoW Player Control Emulation
Variable/Dynamic Movement
Mission Area Forcefield V2
GLU quadrics for Torque
Event Driven Database
I started putting them into a clean 1.5 head Friday, Dec 15 and had them working by Monday the 18 and finished debugging on the 19 or so. It appears, that a lot of the engine has begun to sink into my mind since it seemed almost like home in the engine.
I'm now working on some of the more mmo'ish aspects of the project. This stuff is tedious more than exciting, but Mark's excitement when I finish another part for him to integrate into his build is well worth the pain.
I keep a person blog going at www.geeconsulting.net/vision If your are curious about what I'm working on or the patcher stop by. I usually check the posts twice a day.
Also, if you want to see how I feel somedays... dailyvideo.googlepages.com/if-programmers-had-to-build-planes
Wish me luck,
Vince
In my basement of course!
Well, a few weeks ago I rewrote my patcher, it's released, works fine and all is happy.
So, I get talking with one of the people who are using the patcher for their game. He seems very dedicated, but on top of that, seems to have a solid understanding of Torque and isn't afraid to code, model, or anything!
I'm sorry, but I am so tired of people wanting other people to help on their project, and all they want to do is project manage. In my opinion, as an indie project manager, you better know how to code, model, art, and project manage, even if just a little of each skill.
Nothing is worse than being a code monkey (What I am), and being told to pound out a shit load of code while "Perceiving" that the leader of the project is doing nothing much. I get that enough at work, I don't want it on my hobby.
Instead, Mark who has been running Aakrana www.aakrana.com/ has been doing it all on his project when members come and go for the last couple years. And he has done an amazing job as well.
So about a week ago, I decided to help him out a bit. So, knowing that his C++ experience might be a little weak, I tossed a few resources into his head for him.
ODBC Integration
Array Class Resource
Subscription Based Message Router
Object selection in Torque (v1.2 onward) - Took it back out and put the next in.
TGE 1.5 - Bonus Resource Bundle
WoW Player Control Emulation
Variable/Dynamic Movement
Mission Area Forcefield V2
GLU quadrics for Torque
Event Driven Database
I started putting them into a clean 1.5 head Friday, Dec 15 and had them working by Monday the 18 and finished debugging on the 19 or so. It appears, that a lot of the engine has begun to sink into my mind since it seemed almost like home in the engine.
I'm now working on some of the more mmo'ish aspects of the project. This stuff is tedious more than exciting, but Mark's excitement when I finish another part for him to integrate into his build is well worth the pain.
I keep a person blog going at www.geeconsulting.net/vision If your are curious about what I'm working on or the patcher stop by. I usually check the posts twice a day.
Also, if you want to see how I feel somedays... dailyvideo.googlepages.com/if-programmers-had-to-build-planes
Wish me luck,
Vince
Recent Blog Posts
| List: | 12/22/06 - Need a head start on modding 1.5? 12/20/06 - Just thought I would post my going ons. 12/09/06 - Game Patcher Release 1 Finished!!!! 12/07/06 - Opensource Patcher Part 2 11/17/06 - Looking for a mountable Dragon 03/27/06 - The Current state of affairs (pics inside) 02/14/06 - Finnally an opensource patcher!!!!! 02/12/06 - Things are smoothing out for the Vision Toolkit |
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Submit your own resources!| Dave Young (Dec 20, 2006 at 15:39 GMT) |
I also have never seen that resource about message queing/subscriptions, very handy!!
| Tony Richards (Dec 20, 2006 at 18:29 GMT) |
Quote:
I'm sorry, but I am so tired of people wanting other people to help on their project, and all they want to do is project manage. In my opinion, as an indie project manager, you better know how to code, model, art, and project manage, even if just a little of each skill.
That's the understatement of the year!
So many times I've seen so-called "project managers" / "game designers" that not only suck at both jobs, but can't / won't contribute in any other way.
I wish I'd known about Aakrana and Mark before I'd started this MMO Contest. I'd have asked him to join my team (or joined his team, whichever). At this point, outside of music / sound effects and other purchased content, I've done everything, including coding, scripting, modeling, level design and the basics of the game design. In fact, Aakrana and Fractured Universe game designs are quite similar.
Anyways, great job getting all of those resources done in a weekend. I've not yet posted the Condition Variable resource required by Event Driven Database, so you might find your game engine take a little extra CPU time. If you want, I can post my updated implementation using a semaphore... the condition variable implemented by SDL isn't exactly going to work for me and that's what I'd planned on using, so I punted and used the semaphore instead.
Good luck! :P
| Vince Gee (Dec 20, 2006 at 18:42 GMT) |
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