I resigned that day. My understanding is that he did, indeed, scrap the entire client and rewrote it himself. (Given what I saw of his code, that's not possible, so I assume he copied much of my team's code). Anyway, don't work in games.
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Oh I forgot: I had already licensed a portion of my iOS game engine to Disney FOR FREE. Because I was a fucking team player.
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The day I joined I was told, "We need a demo in 12 weeks or we're all fired." We were porting from Adobe Flash to iOS. I said, "Well, I have a shader-based mobile game engine. I'll just emulate Adobe flash on top of it." The (original) dev lead said, "That would be splendid."
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So when the call came, 9 months later, to add 3D content the framework was already there. Lucky me! I again wrote an Adobe Flash compatibility layer. (At this point I'm emulating portions of Flash's 2D and 3D APIs on my little OpenGL renderer)
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On another tangent, I'm pretty sure
@Atrix256 worked on this project for, like, five days. I don't know if he remembers that. He lasted a week? Next Monday he didn't show up. No notice given, no resignation, we just never saw him again. And NOBODY BLAMED HIM. "Smart move."2 vastausta 0 uudelleentwiittausta 9 tykkäystäNäytä tämä ketju -
This is the first crude test render. Before lighting, scaling, and orienting the penguins. Before toon shading, before they could walk between 2D elements and clip, and before Scaleform was rendering the UI. But hey - skeletal animation controllers and bone transform shaders.pic.twitter.com/Ih2pGzDfGl
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Debugging bone matrices. I actually miss making games.pic.twitter.com/48uvfbQ3ys
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Real live players logged into the game server as 3D penguins. Still not scaled or lit properly. I tasked a junior engineer with rendering shadows under them ("Just draw a disk with a blur for now") and man was that a long discussion.pic.twitter.com/vaiN4vMFLy
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The big problem with 2D graphics on first-gen iPad was overdraw / alpha blending - the 3D was never a performance bottleneck.pic.twitter.com/uw3xKDD2b2
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The shipped game. Who knows, maybe some of my code is in there.pic.twitter.com/6uJjPw0so4
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As a former Autodesk Scaleform engineer, who worked on the iOS port in particular (I'm sorry, by the way): Why the choice to reinvent the wheel in terms of Flash-on-iOS?
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Vastauksena käyttäjälle @TheMogMiner
It was a Managerial Decision, before I joined. They had made progress on a full-native mobile client, but it "didn't look exactly like the web version." There were pixel-level differences. Eventually it was decided to start over by emulating Flash "bug-for-bug, pixel-for-pixel."
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Vastauksena käyttäjille @agent_cooper ja @TheMogMiner
It was probably the most horrible thing I've ever been told on the job. My first day! And I was like, "We're going to do WHAT?!?!?!" I almost resigned. But, you know, engineers love challenges.
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