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longbyte1

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Everything posted by longbyte1

  1. Does the Unity player choose D3D9 by default on Windows?
  2. Direct3D 11, from a technical standpoint, has a graphics pipeline that is radically different than that of D3D9. (The compatibility is a bit strange though: D3D11 provides a subset of its API for DX9-capable cards, but it appears to me that DX10 cards can also run D3D11 programs. Then again, card manufacturers are advertising new cards that can run at D3D level 11_1. And even Windows 7 doesn't support 11_1, only 11_0!) Using D3D11 means that the new BC6H and BC7 texture compression formats are being utilized as well as DX10's ATI1/ATI2/BC4/BC5 formats, instead of DXT which has been used since D3D6... Obviously, if you are using a (high-end) DX11 card, you will get a good performance boost from utilizing all the new "features" that D3D11 has to offer.
  3. and that's Red Iron Crown's 6000th post! Ontopic: the loading times in this game are killing me. One thing I like about this update, though: part clipping is on by default! That should solve many people's future headaches
  4. Also depends on the attitude/angle of attack your ship is set to on reentry. Spaceplanes usually do 40 degrees to focus the heat on the belly.
  5. How are you going to fit that long mechanic into a box?
  6. I don't care about how rovers end up being too top-heavy and wobbly, I just hate how there's no cruise control, so you have to put a cinder block on the "W" key if you even want to go a few KM.
  7. Dang it, I broke the tie. Now it's 15-16.
  8. Now if you could build the 797, that would be excellent.
  9. Unfortunately I have none of my own asymmetric plane designs , but I'm interested if anyone has ever flown one. If you have, please post it here!
  10. I like the cockpit on the fighter. Unfortunately there's no stock glass to cover it with, and no IVA with seats either..
  11. I bet those rover wheels get periodically broken on landing. Also, how stable is the helicopter under FAR?
  12. That's a strange design. Also, I smell XP Movie Maker..
  13. Anyone know of any public resources to develop on consoles? Oh wait, that's right, they're all locked away behind NDAs. I'm kind of both disgusted and curious about how development goes on the PlayStation and Xbox. General price of PS3/360 console dev kits - between $10,000 and $0, depending on how you'd like to stand with the FBI Minimum price of Windows development - $0 This is turning into a rant now, but what's the internal difference between a robust API for a general-purpose operating system and a secretive API for a single-purpose gaming machine that makes the latter so expensive? If anything, a full version of the Windows SDK should cost some money. Microsoft already charges for code and driver signing, but code signing isn't required to distribute a program. All this for about $150, the price of a Windows license. If you include the hardware, it's $1000 total. And a PS3's cost varies wildly, from $150 to $550. Not to mention the games, which are around $30-60 each. $30×25 (this is the average number of games people have, as seen on forums) + $400 = $1,150. I expect 360 players to have even more games, but what I'm saying is that I don't understand why these dev kit costs are reasonable, when consoles are such limited pieces of hardware and revenue must be recouped by distributing more and more games for consumers. How exactly does a lonely developer get into developing games for consoles? They have no contacts with publishers, no money to develop alone, and no experience with the inner workings. This is like the MPAA all over again: only the big six are allowed to distribute to the masses. Literally. Those are the only members of the MPAA. Please, enlighten me.
  14. From experience, not even a thousand pages worth of ideas will move a project forward. The experienced are too occupied to teach the newbies anything other than hello world, so you will have to learn everything yourself. I get stuck every hour or so because I don't know what X means and why it's messing up my code. Demos are great. start there. Take the noob/script kiddie approach and copy/paste code or if you have lots of free time on your hands, just retype the code. This piece of advice is important though: keep making useful things. Do not stop adding new features. If you do, you will get bored too quickly and start doing useless things like decoupling code. Which is good, but only at the later stages. And if anyone questions what I have just said, please look at my GitHub. About 75% of my projects have been abandoned, if you can even call them projects. I am a failure. But at least I tried. Don't follow the same mistakes that I did. Please don't. I don't know where my future will take me.
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