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		<title>Monster School</title>
		<link>http://lookingforbrain.com/?p=224</link>
		<comments>http://lookingforbrain.com/?p=224#comments</comments>
		<pubDate>Tue, 24 Apr 2012 01:39:13 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://lookingforbrain.com/?p=224</guid>
		<description><![CDATA[Monster School is a social casual online game developed by SRRN Games for iOS and Android platforms in which you train and feed a monster to compete with other players online in exciting races. I was in charge of developing the network infrastructure for the game, which consisted of a central Master Server responsible for [...]]]></description>
			<content:encoded><![CDATA[<p>Monster School is a social casual online game developed by SRRN Games for iOS and Android platforms in which you train and feed a monster to compete with other players online in exciting races.</p>
<p>I was in charge of developing the network infrastructure for the game, which consisted of a central Master Server responsible for initial authentication of the client and upon success it was in charge of connecting the client to a Game Server, which was then responsible for all in-game updates. Load balancing was implemented in order to manage multiple connections and create additional instances of Game Servers when maximum capacity was reached.</p>
<p>A MySQL database was created to communicate important information and data about the client. Master Server and Game Servers were able to communicate directly with it and retrieve or modify data by using the MySQL .NET connector as an interface between the C# native server and MySQL.</p>
<p>I was also in charge of a complete rework of the UI and flow of menus and tutorials. All of the GUI work has been done using EZGUI, a plugin for Unity3D. Furthermore, I coordinated and executed a variety of optimizations and code refactoring to improve upon the existing codebase.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Full Sail Chapter Closed</title>
		<link>http://lookingforbrain.com/?p=184</link>
		<comments>http://lookingforbrain.com/?p=184#comments</comments>
		<pubDate>Wed, 27 Apr 2011 14:20:56 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[University]]></category>

		<guid isPermaLink="false">http://lookingforbrain.com/?p=184</guid>
		<description><![CDATA[Last week was my last at Full Sail University. As of last Friday, I finally completed my course in Game Development and graduated with a bachelor degree. Needless to say, I&#8217;m extremely happy of this achievement, and also sad, as this adventure has been full of friends and unforgettable experiences and memories that I will [...]]]></description>
			<content:encoded><![CDATA[<p>Last week was my last at Full Sail University. As of last Friday, I finally completed my course in Game Development and graduated with a bachelor degree. Needless to say, I&#8217;m extremely happy of this achievement, and also sad, as this adventure has been full of friends and unforgettable experiences and memories that I will always cherish.</p>
<p>An interesting thing is that, although not being a student is a good feeling, this also means that I&#8217;m now unemployed. The following months will be spent looking for a position as a programmer at a Game Company, and also start on some of my personal projects that I&#8217;ve been putting aside for far too long now. One of them is learning Objective C and get more experience with iOS and XCode.</p>
<p>On the other side, I&#8217;m spending some time with my family and friends back home in Italy. Having some free time after these hectic two years really feels refreshing <img src='http://lookingforbrain.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  It also means I&#8217;ll have a fair amount of gaming to do <img src='http://lookingforbrain.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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		</item>
		<item>
		<title>Dungeon Divers</title>
		<link>http://lookingforbrain.com/?p=141</link>
		<comments>http://lookingforbrain.com/?p=141#comments</comments>
		<pubDate>Mon, 07 Mar 2011 17:57:22 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[University]]></category>

		<guid isPermaLink="false">http://lookingforbrain.com/?p=141</guid>
		<description><![CDATA[Role: Programmer, implemented the particle engine, worked on the logic of two of the bosses, and created the particle editor that was used to create all particle effects. Language: C++, C# (particle editor) Installer: an installer for the game can be found here. Description: Dungeon Divers was the first team project I worked on while [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Role</strong>: Programmer, implemented the particle engine, worked on the logic of two of the bosses, and created the particle editor that was used to create all particle effects.</p>
<p><strong>Language</strong>: C++, C# (particle editor)</p>
<p><strong>Installer</strong>: an installer for the game can be found <a href="http://8bitroots.com/downloads/Dungeon_Divers_Setup.exe">here</a>.</p>
<p><strong>Description</strong>: Dungeon Divers was the first team project I worked on while in school. The team was composed of 4 programmers and the time required to complete the project was 2 months.</p>
<p>Dungeon Divers is an action game where the player will adventure through a series of dungeons to defeat enemies. The player can choose from 4 different classes, which will have different special abilities and also a different styles of play. For example, the warrior will have a lot of health and will be able to do an area of effect attack, while the cleric will be able to heal.</p>
<p>The game has also support for Xbox 360 controller, and up to 4 players local multiplayer.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Sheeple</title>
		<link>http://lookingforbrain.com/?p=126</link>
		<comments>http://lookingforbrain.com/?p=126#comments</comments>
		<pubDate>Tue, 01 Mar 2011 21:36:30 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[University]]></category>

		<guid isPermaLink="false">http://lookingforbrain.com/?p=126</guid>
		<description><![CDATA[Role: Programmer. Implemented the game&#8217;s Animation Engine and created mesh exporter for Maya. Language: C++ Team Name: Double Punch Kick Games Description: This is the Final Project game that our team is currently developing at Full Sail University. We are a team of 5 programmers and 2 artists, and we&#8217;ve been working on this game [...]]]></description>
			<content:encoded><![CDATA[<p>Role: Programmer. Implemented the game&#8217;s Animation Engine and created mesh exporter for Maya.</p>
<p>Language: C++</p>
<p>Team Name: Double Punch Kick Games</p>
<p>Description: This is the Final Project game that our team is currently developing at Full Sail University. We are a team of 5 programmers and 2 artists, and we&#8217;ve been working on this game for 5 months. Sheeple is an arcade style game where the player walks around a mall and has one main objective to accomplish: slap the teeth out of cliques!</p>
<p>That&#8217;s right! You will meet a lot of different cliques in the mall wondering close to their favorite stores, for example you will find some Emos near Warm Issue (Hot Topic), and they will continue to grow in size, eventually reaching critical mass, and convert you to be one of them.</p>
<p>The player will not be able to avoid eventually being converted, so the main goal of the game is to control the growth of the cliques and collect their teeth, obtained by slapping them, and try to get a High Score. Sounds simple, right? Except for the fact that the mall is full with Grey People, which represents all the mass of people that don&#8217;t have an identity, and will just convert to one of the cliques already present in the mall.</p>
<p>The player will have to use them wisely, though, since moving against the crowd will make you move slower, while moving with them will make you go faster. This adds a puzzle-strategy component to the game, since now the players will have to decide whether or not going for an easy slap, but lose time because you are slowed, or follow the crowd, and potentially reach a clique faster.</p>
<p>And that&#8217;s not all! By collecting teeth, the player will be able to unlock different upgrades for his slap, such as one and two hit combos, and different kind of charge slaps, such as a Whirlwind slap, which will slap a number of clique members around you, or a Cleave slap, which will swipe a few cliques in a 180 degrees area in front of you. The best slap is the Mark of The Wolf though, and the only way you can fully enjoy it, is by playing the game! You can download the final version <a href="http://lookingforbrain.com/Downloads/SheepleInstaller.exe">here</a>.</p>
<p>&nbsp;</p>
<div class="lyMe" id="WYL_Ebg1bkvvxJs" style="width:480px;height:360px;"><noscript><a href="http://youtu.be/Ebg1bkvvxJs"><img src="http://img.youtube.com/vi/Ebg1bkvvxJs/0.jpg" alt="" width="480" height="340" /><br />Watch this video on YouTube</a> Embedded with WP YouTube Lyte.</noscript></div>
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		</item>
		<item>
		<title>GDC 2011 Day One</title>
		<link>http://lookingforbrain.com/?p=120</link>
		<comments>http://lookingforbrain.com/?p=120#comments</comments>
		<pubDate>Tue, 01 Mar 2011 06:21:59 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://lookingforbrain.com/?p=120</guid>
		<description><![CDATA[Today was the first day of GDC for me. This is the very first time that I attend to the conference in San Francisco, as I&#8217;ve only been to GDC Online last year, in Austin. The first impact with the city was pretty good, I like it how it is here, everything looks like it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>Today was the first day of GDC for me. This is the very first time that I attend to the conference in San Francisco, as I&#8217;ve only been to GDC Online last year, in Austin. The first impact with the city was pretty good, I like it how it is here, everything looks like it&#8217;s just a combination of a lot of small places. One thing that is also characteristic is how the streets are constantly going up and down, something that I&#8217;m not really used to.</p>
<p>We arrived in the afternoon, so the rest day was spent to get food, which I found quite delicious as we stopped at a really good Thai restaurant, and also to rest after the long flight from Orlando. The hotel here is pretty nice, props to Jezzy for organizing everything. It&#8217;s also really close to the conference, which is always good especially when you have no other means of transportation but yourself : )</p>
<p>Tomorrow we are going to be registering for the conference and receive our passes. The rest of the day will be probably just us going around the city. We were talking about going to China Town, so we might end up having lunch down there, which I&#8217;d really like to as I&#8217;m fond of Asian food. Tomorrow a few other classmates will be joining us as well, so we&#8217;ll probably meet with them after they get here and hang out in the evening. I still have to check if tomorrow evening there&#8217;s a party going on or not, can&#8217;t find anything about it, I&#8217;ll have to look for clues at the conference when I register.</p>
<p>As for the rest, I&#8217;m really happy to be here, and I hope to not only meet a lot of new people and make some great connections, but also learn something new and fascinating by attending the different sessions and keynotes. More to come in the next days!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Animation Skeleton</title>
		<link>http://lookingforbrain.com/?p=117</link>
		<comments>http://lookingforbrain.com/?p=117#comments</comments>
		<pubDate>Mon, 28 Feb 2011 03:25:58 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[Code Samples]]></category>
		<category><![CDATA[animation engine]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[code samples]]></category>
		<category><![CDATA[game dev]]></category>
		<category><![CDATA[game dev final project]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[game projects]]></category>
		<category><![CDATA[skeleton hierarchy]]></category>

		<guid isPermaLink="false">https://n0f3.wordpress.com/?p=117</guid>
		<description><![CDATA[This is a class that I created while working on the Animation  Engine for the game Sheeple, currently under development as a student final project at Full Sail University. This is the header file: #ifndef SKELETON_H_ #define SKELETON_H_ &#160; /*********************************************** * Filename: Bone.h * Date: 2/09/2011 * Mod. Date: 2/09/2011 * Mod. Initials: AM * [...]]]></description>
			<content:encoded><![CDATA[<p>This is a class that I created while working on the Animation  Engine for the game Sheeple, currently under development as a student final project at Full Sail University.</p>
<p>This is the header file:</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #339900;">#ifndef SKELETON_H_</span>
<span style="color: #339900;">#define SKELETON_H_</span>
&nbsp;
<span style="color: #ff0000; font-style: italic;">/***********************************************
 * Filename:  		Bone.h
 * Date:      		2/09/2011
 * Mod. Date: 		2/09/2011
 * Mod. Initials:	AM
 * Author:    		Alessandro Metta
 * Purpose:   		This class will be responsible
 *					of holding the skeleton hierarchy
 *					for the animation and update it
 ************************************************/</span>
&nbsp;
<span style="color: #339900;">#include &lt;vector&gt;</span>
<span style="color: #339900;">#include &quot;.././Math/MathLib.h&quot;</span>
<span style="color: #339900;">#include &lt;string&gt;</span>
<span style="color: #339900;">#include &quot;AnimUtils.h&quot;</span>
&nbsp;
<span style="color: #0000ff;">class</span> CAnimation<span style="color: #008080;">;</span>
<span style="color: #0000ff;">class</span> CInterpolator<span style="color: #008080;">;</span>
&nbsp;
<span style="color: #0000ff;">class</span> CSkeleton
<span style="color: #008000;">&#123;</span>
<span style="color: #0000ff;">private</span><span style="color: #008080;">:</span>
&nbsp;
	CAnimation<span style="color: #000040;">*</span> m_pAnimation<span style="color: #008080;">;</span>
	CInterpolator<span style="color: #000040;">*</span> m_pInterpolator<span style="color: #008080;">;</span>
	std<span style="color: #008080;">::</span><span style="color: #007788;">vector</span><span style="color: #000080;">&lt;</span>TBoneFrame<span style="color: #000080;">&gt;</span> m_vImportedHierarchy<span style="color: #008080;">;</span>
	<span style="color: #0000ff;">int</span> m_nNumOfRoots<span style="color: #008080;">;</span>	
&nbsp;
<span style="color: #0000ff;">public</span><span style="color: #008080;">:</span>
&nbsp;
	CSkeleton<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	~CSkeleton<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	CSkeleton<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">const</span> CSkeleton<span style="color: #000040;">&amp;</span> copy<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	CSkeleton<span style="color: #000040;">&amp;</span> operator<span style="color: #000080;">=</span> <span style="color: #008000;">&#40;</span><span style="color: #0000ff;">const</span> CSkeleton<span style="color: #000040;">&amp;</span> copy<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
&nbsp;
	<span style="color: #ff0000; font-style: italic;">/*****************************************************************
	 * Load():  Loads the skeleton hierarchy from a binary file
	 *
	 * Ins:			    szFileName
	 *
	 * Outs:		    void
	 *
	 * Returns:			void
	 *
	 * Mod. Date:		2/09/2011
	 * Mod. Initials:	AM
	 *****************************************************************/</span>
	<span style="color: #0000ff;">void</span> Load<span style="color: #008000;">&#40;</span>std<span style="color: #008080;">::</span><span style="color: #007788;">string</span> szFileName<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	<span style="color: #ff0000; font-style: italic;">/***************
	* Mutators
	***************/</span>
	<span style="color: #0000ff;">void</span> SetAnimation<span style="color: #008000;">&#40;</span>CAnimation<span style="color: #000040;">*</span> pAnimation<span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pAnimation <span style="color: #000080;">=</span> pAnimation<span style="color: #008080;">;</span> <span style="color: #008000;">&#125;</span>
&nbsp;
	<span style="color: #ff0000; font-style: italic;">/***************
	*  Accessors
	***************/</span>
	std<span style="color: #008080;">::</span><span style="color: #007788;">vector</span><span style="color: #000080;">&lt;</span>TBoneFrame<span style="color: #000080;">&gt;</span><span style="color: #000040;">&amp;</span> GetHierarchy<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">void</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span> <span style="color: #0000ff;">return</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008080;">;</span> <span style="color: #008000;">&#125;</span>
	CInterpolator<span style="color: #000040;">*</span> GetInterpolator<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">void</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span> <span style="color: #0000ff;">return</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #008080;">;</span> <span style="color: #008000;">&#125;</span>
	CAnimation<span style="color: #000040;">*</span> GetAnimation<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">void</span><span style="color: #008000;">&#41;</span> <span style="color: #008000;">&#123;</span> <span style="color: #0000ff;">return</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pAnimation<span style="color: #008080;">;</span> <span style="color: #008000;">&#125;</span>
&nbsp;
	<span style="color: #ff0000; font-style: italic;">/*****************************************************************
	 * Update():	Updates the bone hierarchy with the information from the 
	 *				animation's keyframes
	 *
	 * Ins:			    fElapsedTime
	 *
	 * Outs:		    void
	 *
	 * Returns:			void
	 *
	 * Mod. Date:		2/09/2011
	 * Mod. Initials:	AM
	 *****************************************************************/</span>
	<span style="color: #0000ff;">void</span> Update<span style="color: #008000;">&#40;</span><span style="color: #0000ff;">float</span> fElapsedTime<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
<span style="color: #008000;">&#125;</span><span style="color: #008080;">;</span>
&nbsp;
<span style="color: #339900;">#endif	//SKELETON_H_</span></pre></div></div>

<p>And here is the .cpp:</p>

<div class="wp_syntax"><div class="code"><pre class="cpp" style="font-family:monospace;"><span style="color: #ff0000; font-style: italic;">/***********************************************
 * Filename:  		Bone.cpp
 * Date:      		2/09/2011
 * Mod. Date: 		2/09/2011
 * Mod. Initials:	AM
 * Author:    		Alessandro Metta
 * Purpose:   		This class will be responsible
 *					of holding the skeleton hierarchy
 *					for the animation and update it
 ************************************************/</span>
&nbsp;
&nbsp;
<span style="color: #339900;">#include &quot;Bone.h&quot;</span>
<span style="color: #339900;">#include &quot;../ShaderManager/CShaderManager.h&quot;</span>
<span style="color: #339900;">#include &lt;fstream&gt;</span>
<span style="color: #339900;">#include &quot;Animation.h&quot;</span>
<span style="color: #339900;">#include &quot;Interpolator.h&quot;</span>
&nbsp;
CSkeleton<span style="color: #008080;">::</span><span style="color: #007788;">CSkeleton</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span>
<span style="color: #008000;">&#123;</span>
	this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator <span style="color: #000080;">=</span> <span style="color: #0000dd;">new</span> CInterpolator<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
&nbsp;
CSkeleton<span style="color: #008080;">::</span>~CSkeleton<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span>
<span style="color: #008000;">&#123;</span>
	m_vImportedHierarchy.<span style="color: #007788;">clear</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000dd;">delete</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
&nbsp;
CSkeleton<span style="color: #008080;">::</span><span style="color: #007788;">CSkeleton</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">const</span> CSkeleton<span style="color: #000040;">&amp;</span> copy<span style="color: #008000;">&#41;</span>
<span style="color: #008000;">&#123;</span>
	<span style="color: #000040;">*</span><span style="color: #0000dd;">this</span> <span style="color: #000080;">=</span> copy<span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
&nbsp;
CSkeleton<span style="color: #000040;">&amp;</span> CSkeleton<span style="color: #008080;">::</span><span style="color: #007788;">operator</span><span style="color: #000080;">=</span> <span style="color: #008000;">&#40;</span><span style="color: #0000ff;">const</span> CSkeleton<span style="color: #000040;">&amp;</span> copy<span style="color: #008000;">&#41;</span>
<span style="color: #008000;">&#123;</span>
	<span style="color: #0000ff;">if</span><span style="color: #008000;">&#40;</span><span style="color: #0000dd;">this</span> <span style="color: #000040;">!</span><span style="color: #000080;">=</span> <span style="color: #000040;">&amp;</span>copy<span style="color: #008000;">&#41;</span>
	<span style="color: #008000;">&#123;</span>
		m_vImportedHierarchy <span style="color: #000080;">=</span> copy.<span style="color: #007788;">m_vImportedHierarchy</span><span style="color: #008080;">;</span>
	<span style="color: #008000;">&#125;</span>
	<span style="color: #0000ff;">return</span> <span style="color: #000040;">*</span><span style="color: #0000dd;">this</span><span style="color: #008080;">;</span>
<span style="color: #008000;">&#125;</span>
&nbsp;
<span style="color: #0000ff;">void</span> CSkeleton<span style="color: #008080;">::</span><span style="color: #007788;">Load</span><span style="color: #008000;">&#40;</span>std<span style="color: #008080;">::</span><span style="color: #007788;">string</span> szFileName<span style="color: #008000;">&#41;</span>
<span style="color: #008000;">&#123;</span>
	std<span style="color: #008080;">::</span><span style="color: #007788;">fstream</span> in<span style="color: #008080;">;</span>
	in.<span style="color: #007788;">open</span><span style="color: #008000;">&#40;</span>szFileName.<span style="color: #007788;">c_str</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span>, std<span style="color: #008080;">::</span><span style="color: #007788;">ios_base</span><span style="color: #008080;">::</span><span style="color: #007788;">in</span> <span style="color: #000040;">|</span> std<span style="color: #008080;">::</span><span style="color: #007788;">ios_base</span><span style="color: #008080;">::</span><span style="color: #007788;">binary</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #0000ff;">if</span><span style="color: #008000;">&#40;</span>in.<span style="color: #007788;">is_open</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span>
	<span style="color: #008000;">&#123;</span>
		<span style="color: #0000ff;">int</span> nNumOfJoints <span style="color: #000080;">=</span> <span style="color: #000040;">-</span><span style="color: #0000dd;">1</span><span style="color: #008080;">;</span>
		<span style="color: #0000ff;">int</span> nNameLength <span style="color: #000080;">=</span> <span style="color: #000040;">-</span><span style="color: #0000dd;">1</span><span style="color: #008080;">;</span>
&nbsp;
		<span style="color: #666666;">//Creating a temporary varialbe to store the bone information</span>
		TBoneFrame tTemp<span style="color: #008080;">;</span>
&nbsp;
		<span style="color: #666666;">//Reading in the number of Joints</span>
		in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">&amp;</span>nNumOfJoints, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
		<span style="color: #666666;">//Temporary variable created to store the position data of the bone</span>
		matrix4 cLocalMatrix<span style="color: #008080;">;</span>
&nbsp;
		<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> currJoint <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> currJoint <span style="color: #000080;">&lt;</span> nNumOfJoints<span style="color: #008080;">;</span> <span style="color: #000040;">++</span>currJoint<span style="color: #008000;">&#41;</span>
		<span style="color: #008000;">&#123;</span>
			<span style="color: #666666;">//Reading in the Bone information from the file</span>
			in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">&amp;</span>tTemp.<span style="color: #007788;">m_nBoneIndex</span>, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
			in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">&amp;</span>nNameLength, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
			<span style="color: #0000ff;">char</span> szBuffer<span style="color: #008000;">&#91;</span><span style="color: #0000dd;">50</span><span style="color: #008000;">&#93;</span><span style="color: #008080;">;</span>
			in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">&amp;</span>szBuffer, nNameLength<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
			tTemp.<span style="color: #007788;">m_szName</span> <span style="color: #000080;">=</span> szBuffer<span style="color: #008080;">;</span>
&nbsp;
			<span style="color: #666666;">//Reading in position data</span>
			<span style="color: #0000ff;">float</span> fTemp<span style="color: #008080;">;</span>
			<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">short</span> matIndex <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> matIndex <span style="color: #000080;">&lt;</span> <span style="color: #0000dd;">16</span><span style="color: #008080;">;</span> <span style="color: #000040;">++</span>matIndex<span style="color: #008000;">&#41;</span>
			<span style="color: #008000;">&#123;</span>
				in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#40;</span><span style="color: #000040;">&amp;</span>fTemp<span style="color: #008000;">&#41;</span>, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">float</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
				cLocalMatrix.<span style="color: #007788;">mat</span><span style="color: #008000;">&#91;</span>matIndex<span style="color: #008000;">&#93;</span> <span style="color: #000080;">=</span> fTemp<span style="color: #008080;">;</span>
			<span style="color: #008000;">&#125;</span>
			tTemp.<span style="color: #007788;">SetLocal</span><span style="color: #008000;">&#40;</span>cLocalMatrix<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
			this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy.<span style="color: #007788;">push_back</span><span style="color: #008000;">&#40;</span>tTemp<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
		<span style="color: #008000;">&#125;</span>
&nbsp;
		<span style="color: #0000ff;">int</span> nNumOfBones <span style="color: #000080;">=</span> <span style="color: #000040;">-</span><span style="color: #0000dd;">1</span><span style="color: #008080;">;</span>
		<span style="color: #0000ff;">int</span> nCurrBoneIndex <span style="color: #000080;">=</span> <span style="color: #000040;">-</span><span style="color: #0000dd;">1</span><span style="color: #008080;">;</span>
		<span style="color: #0000ff;">int</span> nCurrParentIndex <span style="color: #000080;">=</span> <span style="color: #000040;">-</span><span style="color: #0000dd;">1</span><span style="color: #008080;">;</span>
		in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#40;</span><span style="color: #000040;">&amp;</span>m_nNumOfRoots<span style="color: #008000;">&#41;</span>, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
		<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> currRoot <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> currRoot <span style="color: #000080;">&lt;</span> m_nNumOfRoots<span style="color: #008080;">;</span> <span style="color: #000040;">++</span>currRoot<span style="color: #008000;">&#41;</span>
		<span style="color: #008000;">&#123;</span>
			in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#40;</span><span style="color: #000040;">&amp;</span>nNumOfBones<span style="color: #008000;">&#41;</span>, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
			<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span> currBone <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> currBone <span style="color: #000080;">&lt;</span> nNumOfBones<span style="color: #008080;">;</span> <span style="color: #000040;">++</span>currBone<span style="color: #008000;">&#41;</span>
			<span style="color: #008000;">&#123;</span>
				<span style="color: #666666;">//Reading in the information needed to set up the Skeleton Hierarchy</span>
				in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">&amp;</span>nCurrBoneIndex, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
				in.<span style="color: #007788;">read</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">char</span><span style="color: #000040;">*</span><span style="color: #008000;">&#41;</span><span style="color: #000040;">&amp;</span>nCurrParentIndex, <span style="color: #0000dd;">sizeof</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">int</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
				this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>nCurrBoneIndex<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">m_nParent</span> <span style="color: #000080;">=</span> nCurrParentIndex<span style="color: #008080;">;</span>
			<span style="color: #008000;">&#125;</span>
		<span style="color: #008000;">&#125;</span>
&nbsp;
&nbsp;
	<span style="color: #008000;">&#125;</span>
	in.<span style="color: #007788;">close</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
&nbsp;
&nbsp;
	<span style="color: #666666;">//Setting up the bone hierarchy</span>
	<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">int</span> i <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> i <span style="color: #000080;">&lt;</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy.<span style="color: #007788;">size</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> <span style="color: #000040;">++</span>i<span style="color: #008000;">&#41;</span>
	<span style="color: #008000;">&#123;</span>
		<span style="color: #0000ff;">if</span><span style="color: #008000;">&#40;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">m_nParent</span> <span style="color: #000080;">&gt;</span> <span style="color: #000040;">-</span><span style="color: #0000dd;">1</span><span style="color: #008000;">&#41;</span>
		<span style="color: #008000;">&#123;</span>
			<span style="color: #666666;">//Adding a child to the proper parent</span>
			this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">m_nParent</span><span style="color: #008000;">&#93;</span>.<span style="color: #007788;">AddChild</span><span style="color: #008000;">&#40;</span>\
				<span style="color: #000040;">&amp;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
		<span style="color: #008000;">&#125;</span>
	<span style="color: #008000;">&#125;</span>
&nbsp;
	<span style="color: #666666;">//Updating the Skeleton Hierarchy</span>
	<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">int</span> i <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> i <span style="color: #000080;">&lt;</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy.<span style="color: #007788;">size</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> <span style="color: #000040;">++</span>i<span style="color: #008000;">&#41;</span>
	<span style="color: #008000;">&#123;</span>
		this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">Update</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
		this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">GetWorld</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #008000;">&#125;</span>
<span style="color: #008000;">&#125;</span>
&nbsp;
<span style="color: #0000ff;">void</span> CSkeleton<span style="color: #008080;">::</span><span style="color: #007788;">Update</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">float</span> fElapsedTime<span style="color: #008000;">&#41;</span>
<span style="color: #008000;">&#123;</span>
&nbsp;
	this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>AddTime<span style="color: #008000;">&#40;</span>fElapsedTime<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	<span style="color: #0000ff;">while</span><span style="color: #008000;">&#40;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>GetCurrTime<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span> <span style="color: #000080;">&gt;=</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pAnimation<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>GetDuration<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span>
		this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>AddTime<span style="color: #008000;">&#40;</span><span style="color: #000040;">-</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pAnimation<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>GetDuration<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	<span style="color: #0000ff;">while</span><span style="color: #008000;">&#40;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>GetCurrTime<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span> <span style="color: #000080;">&lt;</span> <span style="color:#800080;">0.0f</span><span style="color: #008000;">&#41;</span>
		this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>AddTime<span style="color: #008000;">&#40;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pAnimation<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>GetDuration<span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
	<span style="color: #666666;">//Interpolate the animation's keyframes</span>
	this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pInterpolator<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>Interpolate<span style="color: #008000;">&#40;</span>this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy, this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_pAnimation<span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
&nbsp;
&nbsp;
	<span style="color: #0000ff;">for</span><span style="color: #008000;">&#40;</span><span style="color: #0000ff;">unsigned</span> <span style="color: #0000ff;">int</span> i <span style="color: #000080;">=</span> <span style="color: #0000dd;">0</span><span style="color: #008080;">;</span> i <span style="color: #000080;">&lt;</span> this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy.<span style="color: #007788;">size</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span> <span style="color: #000040;">++</span>i<span style="color: #008000;">&#41;</span>
	<span style="color: #008000;">&#123;</span>
		this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">Update</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
		this<span style="color: #000040;">-</span><span style="color: #000080;">&gt;</span>m_vImportedHierarchy<span style="color: #008000;">&#91;</span>i<span style="color: #008000;">&#93;</span>.<span style="color: #007788;">GetWorld</span><span style="color: #008000;">&#40;</span><span style="color: #008000;">&#41;</span><span style="color: #008080;">;</span>
	<span style="color: #008000;">&#125;</span>
<span style="color: #008000;">&#125;</span></pre></div></div>

]]></content:encoded>
			<wfw:commentRss>http://lookingforbrain.com/?feed=rss2&#038;p=117</wfw:commentRss>
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		</item>
		<item>
		<title>We are almost in final project</title>
		<link>http://lookingforbrain.com/?p=99</link>
		<comments>http://lookingforbrain.com/?p=99#comments</comments>
		<pubDate>Wed, 03 Nov 2010 23:03:53 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[University]]></category>
		<category><![CDATA[final project full sail]]></category>
		<category><![CDATA[full sail]]></category>
		<category><![CDATA[full sail university]]></category>
		<category><![CDATA[game dev final project]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">https://n0f3.wordpress.com/2010/11/03/we-are-almost-in-final-project/</guid>
		<description><![CDATA[So I haven’t been updating the blog too much lately, and I’m sorry for that. So this is the last month of lectures that we have at school and then next month we finally start final project. I’m both excited and worried about it. I’m mostly worried because we don’t know how the teams are [...]]]></description>
			<content:encoded><![CDATA[<p>So I haven’t been updating the blog too much lately, and I’m sorry for that. So this is the last month of lectures that we have at school and then next month we finally start final project. I’m both excited and worried about it. I’m mostly worried because we don’t know how the teams are going to be formed, and since we gained some new people, there aren’t that many chances that we are going to have just one big team. Man, I hope we do though. It would be great because it would mean that I’d be working with the people I know the most in the class. </p>
<p>I’m excited about it because…well mostly because it means that it will be only 5 months till graduation, which is always good to keep in mind. But seriously, I’m excited about it because it will be the first real project we get ourselves into. A whole game from the ground up. Do everything. GO! One thing we have been discussing though it’s the third party libraries that you are allowed to use. </p>
<p>For what I’ve been hearing from people that were in final project or that are already done with it, the team are allowed to use only one third party library, and that’s excluding OpenGL and DirectX. Basically, the choices comes down to only sound libraries, which is somewhat asinine, since this would mean that , for example, if you chose a physics library or a networking library, that’s it for your team; you then would need to use DirectSound for all the sounds and music in your game.</p>
<p>Yeah…our class is really hoping that this is not the case, heh. We’ll know soon enough though. Together with the teams. Aaaarghhh!</p>
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		<title>GDC Online… The week after</title>
		<link>http://lookingforbrain.com/?p=94</link>
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		<pubDate>Wed, 13 Oct 2010 03:48:15 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Austin]]></category>
		<category><![CDATA[gam design]]></category>
		<category><![CDATA[game developer conference]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[gdc online]]></category>

		<guid isPermaLink="false">https://n0f3.wordpress.com/2010/10/12/gdc-online-the-week-after/</guid>
		<description><![CDATA[So GDC Online has ended last friday, with a pretty weird session about how to do well in networking with other people and how you should approach them in a discussion. Needless to say, it was very much useless to have such a thing the very last day of conference, at the same time the [...]]]></description>
			<content:encoded><![CDATA[<p>So GDC Online has ended last friday, with a pretty weird session about how to do well in networking with other people and how you should approach them in a discussion. Needless to say, it was very much useless to have such a thing the very last day of conference, at the same time the expo was closing. Something to do better next year, at least schedule wise. </p>
<p>So you might be wondering, ok, we know how the last hour of the last day was, but what can you tell me about the conference itself, what about the main thing? Well, all I can say is that overall it is a very good experience. </p>
<p>Don’t expect anything too fancy, or too big for what it matters: the expo was really small this year, and only a few developers showed up and had booths set up; among them Vigil Games, Bioware, EA Sports, Turbine and WB Games, 38 Studios. The rest of the booths were set up for Universities, companies like Dell or BigPoint Games, and middleware software companies. For an aspirant game programmer, not exactly a whole lot of opportunities to grasp on there, but still, better than nothing.</p>
<p>What really threw me off was the quantity and level of programming sessions. Let alone the fact that I could attend only a limited number of them, there weren’t nearly as many as I would have liked. The two sessions I have attended were from Intel, and they were about multithreading, rendering analysis and optimization, and parallel rendering using Directx11. Now, I didn’t know what to expect from those, in fact I had little or no idea what they were going to cover, but in the end, they left me with mixed feelings, a bittersweet taste. </p>
<p>The talks were a little bit too much dry, and the first guy that was presenting didn’t really seem like the public speaking figure you’d expect to see from someone who’s holding a public session, but the things that they showed were really something cool. The software that they have at Intel for analyzing and optimizing rendering bottlenecks could be extremely useful to developers, and it also seemed pretty user friendly. The idea of having a system where the data is parallel and you can basically use a parallelized Render function was at the core of the session. All in all, they were good.</p>
<p>The coolest about events and conferences like GDC, though, is that you have a chance to talk to people that have worked on the games that you play, games that are still in development, but you can’t wait to hold in your hands, and games that are just waiting for you to try them out. I had the great opportunity of talking to a good number of people from Vigil Games and they all seemed extremely nice and very open, giving me the impression that their company might be a very good place to work at. I met a few programmers that are working on both Warhammer 40k the mmo, and Darksiders 2, together with people from the marketing department, game design, and animation. All of them seemed to be very happy about their position, and they didn’t seem to mind the fact that they have been crunching for a long time, and they are probably going to again. And they are also looking for a lot programmers : )</p>
<p>Another company that left me a very good impression was 38 studios. The girl I talked to, Lindsey, was very very nice, and she had no problem at all in having a little chat about what they do, what they were working on, what kind of positions they were trying to fill in. I really had a nice chat with her, and it seemed like 38 studios could be another good choice. We’ll see what happens from there.</p>
<p>We also had a chance of attending the GDC Online Awards. They were really something different, and the feeling of the whole thing was really hollywoodian. And Riot Games won 5 awards, so I was happy : )</p>
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		<title>OpenGL</title>
		<link>http://lookingforbrain.com/?p=67</link>
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		<pubDate>Sun, 03 Oct 2010 22:32:30 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[University]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[game libraries]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[game projects]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[graphics api]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[shaders]]></category>

		<guid isPermaLink="false">https://n0f3.wordpress.com/2010/10/03/opengl/</guid>
		<description><![CDATA[All I can say for this class is that it was like a rollercoaster for me. At first I had a lot of difficulties and issues, since I’m not really the rendering guy, and a few things weren’t really clear. In the end, though, I was able to overcome the difficulties that I had, and [...]]]></description>
			<content:encoded><![CDATA[<p><font size="2">All I can say for this class is that it was like a rollercoaster for me. At first I had a lot of difficulties and issues, since I’m not really the rendering guy, and a few things weren’t really clear. </font></p>
<p><font size="2">In the end, though, I was able to overcome the difficulties that I had, and really enjoyed the latter half of the class, which ended with the creation of a simple rendering project, showing example of different rendering techniques using shaders, lights and textures. </font><font size="2">Mine was called Hypercube, and it consisted in a few rooms, each containing a different polygon rendered using a specific technique. </font></p>
<p><font size="2">Our teacher was Richard Wright, which is really cool, since he’s not only the author of one of the most important books for OpenGL, the OpenGL SuperBible, but he’s also been working with OpenGL for 20+ years and he constantly updates the contents of the class so that they implement the latest versions of OpenGL, graphics library that is rapidly changing and evolving. </font></p>
<p><font size="2">Overall, I really liked this class, and I really liked the way Richard taught it. He really made it more interesting and fun for everyone. </font></p>
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		<title>GDC Online -3</title>
		<link>http://lookingforbrain.com/?p=64</link>
		<comments>http://lookingforbrain.com/?p=64#comments</comments>
		<pubDate>Sun, 03 Oct 2010 22:00:00 +0000</pubDate>
		<dc:creator>Alessandro</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[University]]></category>
		<category><![CDATA[Austin]]></category>
		<category><![CDATA[game dev]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[game programming]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[GDC]]></category>
		<category><![CDATA[gdc online]]></category>
		<category><![CDATA[gdev]]></category>

		<guid isPermaLink="false">https://n0f3.wordpress.com/?p=64</guid>
		<description><![CDATA[I can’t believe time went by so fast. It seems like the other day that I decided to attend this year’s GDC in Austin, and now in 3 days me and 2 other classmates are going to catch a flight to Austin and then enjoy the awesomeness of GDC. I’m really excited about it, and [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-size:x-small;"><font size="2">I can’t believe time went by so fast. It seems like the other day that I decided to attend this year’s GDC in Austin, and now in 3 days me and 2 other classmates are going to catch a flight to Austin and then enjoy the awesomeness of GDC. I’m really excited about it, and also a little bit intimated, since this is the very first GDC I ever went to. </font></span></p>
<p><span style="font-size:x-small;"><font size="2">Not really sure what to expect from it, but I’m sure that it’s going to be a lot of fun, and I’m also going to know a lot of new people, which is fantastic. Last week there’s been a meeting at school, sort of a preparation for the conference, and everybody that was going to Austin was there. </font></span></p>
<p><span style="font-size:x-small;"><font size="2">Rob Coble went over a few ways of approaching people, which really boiled down to don’t be a douche, be normal and friendly, and you’re good to go. Kind of expected that from people already, but you’d be surprised by the average guy in our school, or in general in game development studies. Some people can be really awkward. </font></span></p>
<p><span style="font-size:x-small;"><font size="2">So yeah, I can’t wait! </font></span></p>
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