Re: OT: Demo suggestions

"Stephen J Baker" <[email protected]>
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
Gregor Brunmar wrote:

> -Do you have any tips and tricks for demos and applications to show? Any 
> area that is extra interesting?

Personally (and I'm not in the games industry - just an amateur tinkerer
with games) - a flashy demo doesn't impress me much.

The thing about writing a demo is that you get to put in the things that
are flashy and easy - but anything that's actually difficult can just be
left out - you aren't forced into making these flashy effects work with
the rest of a large and complex system.

IMHO, a complete, playable game would be more impressive than a demo of
a few very fancy-looking canned effects.

If you are looking for a way to stand out in the crowd, I would concentrate
on being really good at Physics, Networking and Shaders because those are
the hard parts right now.

-----------------------------------------------------------------------
The second law of Frisbee throwing states: "Never precede any maneuver
by a comment more predictive than "Watch this!"...it turns out that
this also applies to writing Fragment Shaders.
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Steve Baker                      (817)619-2657 (Vox/Vox-Mail)
L3Com/Link Simulation & Training (817)619-2466 (Fax)
Work: [email protected]           http://www.link.com
Home: [email protected]       http://www.sjbaker.org

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Author: Stephen J Baker
  INET: [email protected]

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