"Am I not destroying my enemies when I make friends of them?"
- Abraham Lincoln
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Query Failedfmoreira
Saturday, June 12, 2010

I've just installed it and I noticed that it now comes with those step-by-step introductory tutorials to D3D11. Although not architectural-wise it's very useful for those who want a bottom-up learning path!

Rob L.
Monday, June 7, 2010

My (mid 20, single ;^) ) rather limited experience as a professional game programmer is, that we would work overtime because we wanted to show we get things done. I haven't been explicitly told to do it, only asked. (I know that what sounds like a question sometimes isn't one, but that hasn't been the case here.)

Yes, the schedules have always been invalidated (mostly) due to technical issues and initial delays due to extended legal work, that haven't really been compensated in revised schedules; and yes, we knew we wouldn't achieve much working through two weeks straight (only on some occasions, it has been seven days more often), but at least we managed to get milestones done until the deadlines. We would then get "compensation days" off, one day for every weekend day of work.
Oh, yes, there has also been overtime food. That always reduces stress a little.

Things changed towards the end of production, though:
We would absolutely always work overtime - I guess ten hours a day was the average for at least three months (programmers only) - and there wouldn't bee any possibilities to take days off. That really "destroyed" most of us.

The product was finished on time, but most people needed at least a month off of work, finally taking their well deserved vacation. Speaking of which, some of us didn't make any vacation worth mentioning besides "compensation days" over the course of one and a half years!
Some have started looking into other industries for more regular work time, which is unfortunate, but also probably the best for them.

Well, what does that mean for me? "Overtime is a failure of the management" sounds about right, save for the few "nerds" that just get emotionally invested and want to get everything done, no matter what.
I really have to stop getting in love with the things I'm working on. ;^p

Seriously, it's very demanding, but isn't it worth it in the end? :^)

Best regards,

Rob

Reader
Sunday, June 6, 2010

> 720p? 540p with 2xAA for the win!
> (Yeah, I'm looking at you, Gears...)

What are you talking about? Every Gears of War game has been 720p with 2x MSAA. Maybe you are thinking of Halo?

David
Thursday, June 3, 2010

I am not actually convinced that it is the number of hours which is tiring(in any industry). More what is stressed during the time at work.

For example when working in the software industry, at the end of the day I would be mentally, but not physically tired. The inverse would often be true when working in the bar/catering industry due to a lot of running around etc(although this generally involved more than 7.5 hour days 6 days per week etc...).

Thatcher Ulrich
Thursday, June 3, 2010

Hm, I think this article is mostly misinformation. The in.position.z in your shader is NOT what is written to the depth buffer, and therefore I think the screenshot is misleading. The hardware normally computes in.position.z/in.position.w and writes that to the depth buffer. Both z and w are linear in camera space, but z/w is definitely not linear in camera space and it's definitely not linear in screen space either.

I'd be curious to see the screenshot if you try computing in.position.z/in.position.w.

I agree about reversing the depth when using floating-point depth, but not when using fixed-point depth.

Here's a pretty good article which covers these issues and AFAIK is accurate: http://www.gamasutra.com/blogs/BranoKemen/20091231/3972/Floating_Point_Depth_Buffers.php

Summary: the ideal thing to use for depth is actually a function of log(camera_z) but that can be approximated using the reversed floating point z buffer.

Jackis
Thursday, June 3, 2010

When I started working as a programmer, I was "19 years old nerd" (well not nerd actually, but 19 years old), and we used to have much overwork there, especially before deadlines. I have been working there for about 2 years and then quitted after we have whole week-end of extra-work and a night of bug-fixing, so at sunday I came there at 11 am and leaved only monday at 13 am. And when at tuesday I came a bit late (at 12 instead of 11) - I was fined for that. That fine was the last straw
After that I worked in a company which made entertainment training simulators. Not game industry, but very close to it. When I joined it, it has no simulators ready at all, so we participated in the whole building process from the very beginning. It was very interesting and I liked my job very much, until I got a wife So I had to share my time between work and home. I used to stay at work for 9-10 hours, and I have to mention about the start time - it was 12 am (because our boss came to work at 2-3 pm and leaved it at 11-12 pm), so he wanted everybody to be on their places at 8-9 pm, when he began his daily pass-by. But when I got married and we started to think about babies, it became clear I have to optimize my time. So I talked to my boss about that but with no success, so after 5 years of hard-working I decided to find something calm
Now I'm working in navigational simulators industry for a little bit more then a year. We have strict working hours and I have A LOT of spare time in the evening. Firstly it was rather uncommon to me... 7 pm and I'm at home...But my wife was happy, so as my small daughter also

sqrt[-1]
Thursday, June 3, 2010

I actually got in trouble with a manager once for consistently not working 8 hours - even though state law sets my max hours to 7.5 and my contract also states this.

I also work in games, but overtime has never really been much of an issue - what is a pain is working on a project with another studio not in the same time zone. The 4am starts are not fun.

Bjorke
Thursday, June 3, 2010

I have a theory about overtime: overtime doesn't really improve a blown schedule, but it leaves people feeling that they somehow DID something about it. And then blew the schedule.

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