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Erik Schulz
Works at Microsoft
Lives in Seattle WA
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Erik Schulz

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This is awesome.  I'm going all in now.
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Very nice. Unreal was a bit complex vs Unity. Now, Unity has grown to become pretty complex, I wonder how is Unreal.
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More relevant news, a better free version of Visual Studio.
Visual Studio Community 2013 is a new release that enables you to unleash the full power of Visual Studio to develop cross-platform solutions.
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If they ported VS to mac that would mean they ported WPF to mac and that would make me VERY happy :)
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Oh ya!
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Well the game was fun but the content was amazingly short.  I'm not sure how you can take a franchise that's known for hundreds of hours of game-play and reduce it to 6 or 7. :(
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I find it useful to view 3D algorithms in 2D.

Below I made a QuadTreee to help me visualize in 2D, my 3D Octree algorithms.  The circle is distance from a point, which will be useful for loading the world around a player.  I also have an arc of a circle which will be useful for the players view.  The goal is to load and draw only what is white.  Red is the boundary condition which should also be drawn.  Green is outside of the boundary. 

Both of these algorithms support stopping at a specific depth in the tree.  Going down to the pixel level would not be efficient and a little overdraw is ok.

I had to make a custom memory pool in order to get my frame time below a millisecond.  std::vector can be horribly slow when misused like anything else.  The entire tree is reset every frame.  This makes for a quick memory cleanup time of O(1).
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After revisiting this for a bit today I figured it out.  When I check to see if squares are inside of the circle, I'm not checking their four corners. I'm approximating them with another circle that passes through their four corners. This approximation fails when you have a little circle near the the edge of the big circle along one of it's axis (C^2 = A^2 + B^2 where A almost equals C or B almost equals C).

The reason for the square above the that divided square not being divided is an integer offset.  If i re-centered my circle on a multiple of two then everything would be symmetric.
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Carmack on next gen.
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Here's a debug view of vertex normals rendered relative to a point light.  I'm not sure what caused this bug but it's quite pervasive.  There should only be smooth color transitions in this image.

I'm using an octree to group points together so I can average the normals of the triangles they belong to.  I'm thinking it's time to write some unit tests.
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Erik Schulz

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The most fun I've had for $2.49 ever.  I've already bought it for a number of my friends.  Two button fighting game with some depth.  It's fast but controlled.  It makes you feel like Neo, when you're kicking ass.
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.NET is now open source.
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SimCity has always been one of my favorite game franchises.  I loved playing the originals growing up and I think it will be a lot of fun creating my own, so here I go!  I'm trying to keep the scope really small with this, so no elaborate feature plan, just three steps to start.

weekend 1) Render colored buildings and roads.   /check I just did this over the weekend.  400 lines of code so far.
weekend 2) Add a simple simulation for RCI.  
weekend 3) Make some UI to allow real time play.
weekend 4) Cool, I have a little game.  What should I do with it next?

Work has been crazy busy so my personal big project is on hold.  I started this little game so I could spend more time enjoying what I love, programming.

Knowledge acquired so far on project.
- Building and using SharpDX
- Supporting real time window resize in DirectX
- Enabling / Disabling alt-enter support
- DirectX object cleanup through IDisposable
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That's really cool. I wish I could help but I'm not yet in to game programming... I'm still just website and Windows apps side. I can help you with algorithms etc.

Best of luck (Y)
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This is a really great talk on game design.  He spends a lot of time talking about the Sims.
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#paxdev  day one was interesting.  I really enjoyed +John Krajewski talk about about combining physics and AI in Vessel.  It made me rethink about how I'm going to implement AI for mobs (monsters) in my game.  Instead of having mobs roam in a zone like most games, I want to have the AI based on the physical environment and be tasked based.

Some example tasks would be traveling to a water whole to drink, finding shade, grazing on some grass, protecting offspring, warming up in the sun, sleeping, etc.  This would allow for deeper interaction with the player.  Say for example you needed some kind of resource and you know a specific monster hoards or consumes it.  You could follow this monster to discover a source of said resource.  On the flip side if the resource runs out or isn't in the area then that type of monster would move away or die off.  You could even discover a large deposit of some material and be paranoid because that means there is most likely something lurking nearby.

The basic idea is to setup a system of tasks that the AI follows and higher order behavior will emerge from overlaps in the system.  I think this concept of overlapping systems to form more interesting game play was the point of his talk.
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Glad you liked it, some good ideas there. Emergent behavior leads to the most interesting gameplay in my opinion.
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It's that time of year again.  Time to read about a bunch of cool tech and try to implement at least one paper.  

#siggraph   #graphics   #3D  
SIGGRAPH 2013 papers on the web. Page maintained by Ke-Sen Huang. If you have additions or changes, send an e-mail. Information here is provided with the permission of the ACM. Note that when possible I link to the page containing the link to the actual PDF or PS of the preprint.
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I was already thinking about doing something like this.  I'm going to use it for visibility testing in voxel cone tracing.  http://www.cse.chalmers.se/~kampe/
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Work
Occupation
Software Engineer
Employment
  • Microsoft
    Software Engineer, 2011 - present
  • Vulcan Inc.
    Software Engineer, 2008 - 2011
Basic Information
Gender
Male
Other names
Gradbot
Story
Tagline
Graphics algorithm explorations.
Introduction
My after hours indie project is combining a voxel world dungeon crawler with MMORPG like mechanics.  At some point in the future I'll be looking for an artist.  I enjoy functional programming, game mechanics and graphic algorithm design.

My favorite games in order.
  1. Skyrim
  2. Minecraft
  3. Civilization IV
  4. Super Metroid
  5. A Link to the Past
  6. Quake 2
  7. Portal 2

Bragging rights
I love programming.
Places
Map of the places this user has livedMap of the places this user has livedMap of the places this user has lived
Currently
Seattle WA
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