- Sep 15, 2018
- 70
- 56
*shakes my head*
Please, remember while you are playing:
(1) The game it is not finished, it is a work in progress, we are getting to see it and play while it is being developed. The idea behind using this method is to help the developer make a great finished product. We, the users are getting to see it, help or not, provide useful feedback.
(2) When starting out doing any project like this on one's own, the developer is doing every task. Writing the script, drawing, managing the renderings, coding the software engine, etc. We are helping with quality control, which is a really big task for any project. So, be constructive, not destructive.
(3) When I do a single image for someone using DAZ or Carrara or Blender, etc. The more objects in the scene, the longer it takes to render. A airplane on a runway, with a paved surface and grass, clouds, a person or two, and instead of fractal grass, using a texture mapped surface, depending on resolution, can take 20 to 30 minutes for a single frame to render on a single lone computer with 4 CPUs, solid graphic card. Carrara is the only one of the programs i have that I can use multiple computers to work in a render farm configuration. Not everyone has more than one computer starting out.
A animation, can take hours, it is 15 seconds long, and looped, at 24 frames per second, you have 360 images (15 x 24 = 360).
taking the airplane image, that is 7,200 minutes for it to render. That is 120 hours for a single 15 second animation on a single computer. That speed can be reduced with using a lower resolution (this is based off of my normal render size of 4096 x 4096 pixels). You can normally not do much else while the render is working. If it does not have to be redone, that will consume 5 days of time. And if it has to be redone, each time it is the same.
DISCLAIMER: The time can be shorter or longer depending on lots of factors, complexity of scene, resolution of images, processing power of computer CPU's and GPU's, memory installed, speed of hard drive, etc, it can be shorter, it can be longer.
(4) Software coding in and of it's own, can be both easy and hard at same time. There are things that can happen that deliver unexpected results. These take time to learn how to fix, and to document so they are not done repeated.
(5) Most of the developers you see here, are going solo, or with only a small group. From what I have gathered most have a regular job, and are working to get to the point that they can do development full time. So, working a regular job, doing a software project, attempting to have some sort of social life, cooking food, doing laundry, taking care of daily life chores, and hopefully getting some sleep.
There is a lot more that I could write, but one hopes you get an idea of complexity of what is happening behind the curtain.
So, Way to go Pixel Labs, and every other developer working on a project solo, you are hero's for taking a path less traveled. Keep up the good work, and don't let the Trollkin get you down.
Cheers,
FSSNTUFF
Please, remember while you are playing:
(1) The game it is not finished, it is a work in progress, we are getting to see it and play while it is being developed. The idea behind using this method is to help the developer make a great finished product. We, the users are getting to see it, help or not, provide useful feedback.
(2) When starting out doing any project like this on one's own, the developer is doing every task. Writing the script, drawing, managing the renderings, coding the software engine, etc. We are helping with quality control, which is a really big task for any project. So, be constructive, not destructive.
(3) When I do a single image for someone using DAZ or Carrara or Blender, etc. The more objects in the scene, the longer it takes to render. A airplane on a runway, with a paved surface and grass, clouds, a person or two, and instead of fractal grass, using a texture mapped surface, depending on resolution, can take 20 to 30 minutes for a single frame to render on a single lone computer with 4 CPUs, solid graphic card. Carrara is the only one of the programs i have that I can use multiple computers to work in a render farm configuration. Not everyone has more than one computer starting out.
A animation, can take hours, it is 15 seconds long, and looped, at 24 frames per second, you have 360 images (15 x 24 = 360).
taking the airplane image, that is 7,200 minutes for it to render. That is 120 hours for a single 15 second animation on a single computer. That speed can be reduced with using a lower resolution (this is based off of my normal render size of 4096 x 4096 pixels). You can normally not do much else while the render is working. If it does not have to be redone, that will consume 5 days of time. And if it has to be redone, each time it is the same.
DISCLAIMER: The time can be shorter or longer depending on lots of factors, complexity of scene, resolution of images, processing power of computer CPU's and GPU's, memory installed, speed of hard drive, etc, it can be shorter, it can be longer.
(4) Software coding in and of it's own, can be both easy and hard at same time. There are things that can happen that deliver unexpected results. These take time to learn how to fix, and to document so they are not done repeated.
(5) Most of the developers you see here, are going solo, or with only a small group. From what I have gathered most have a regular job, and are working to get to the point that they can do development full time. So, working a regular job, doing a software project, attempting to have some sort of social life, cooking food, doing laundry, taking care of daily life chores, and hopefully getting some sleep.
There is a lot more that I could write, but one hopes you get an idea of complexity of what is happening behind the curtain.
So, Way to go Pixel Labs, and every other developer working on a project solo, you are hero's for taking a path less traveled. Keep up the good work, and don't let the Trollkin get you down.
Cheers,
FSSNTUFF