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Member Since 19 Dec 2008
Offline Last Active Dec 18 2014 09:18 AM

Topics I've Started

LAN: Is it bad practice to use broadcasting to send all data?

16 January 2014 - 10:08 AM

On a LAN game is it considered bad practice to send all information as broadcasts? Sending the same information to all clients would mean more traffic on the wire but using broadcasting would mean more work for the innocent computers that doesn't play the game.

Why use both public and private endpoints when establishing peer-to-peer sessions?

14 May 2013 - 07:04 PM

I read about establishing peer-to-peer sessions but what I don't understand is why the clients should try to send using both the public and private endpoints. If A and B has the same public IP isn't it always best to use the private endpoints and otherwise always use the public endpoints?

Sluggish after update

13 January 2012 - 08:13 PM

After the recent update this website has been very sluggish for me. It loads quickly and all that, but it just takes too much CPU power. I have disabled JavaScript so it's not that.

Is it possible to fix this?

Is this suitable for young people?

21 November 2011 - 09:05 AM

I'm planning a game that I want to be suitable for most ages. Small children will probably find it hard because it requires reading and writing skills but it shouldn't be unsuitable for other reasons.

Is it ok if the player can cause the death of a person in the game? It is not obvious that the person will die later from eating the poisonous mushroom. There will be no death scenes or anything, just some gossip mentions it later. Is it different to cause the death of an animal, like a fish?

What about inappropriate language? The user can enter whatever words he wants, so is it wrong to respond to inappropriate language? If the user calls some person "nigger" is it ok to assume it is the the dark skinned person he is talking about? Or should it just give the default error message because it can't understand the word? If the user ask for sex. Is it ok to give the respond "I'm no prostitute, you sick pervert!"?

If I'm going to handle these kind of words I have to store them in a file. Should I just assume young people don't look inside the data files?

This will be a non-commercial game so I'm not that concerned about PEGI and stuff like that. I'm more concerned about the what is moral thing to do and what minimum age group I'm heading for.

Handling checksums

29 July 2011 - 03:36 AM

I want to have a checksum in a savefile so that I can check if the savefile is not corrupted. I'm a bit unsure how to handle this the best way. At the moment I have a wrapper so that all data that is written is written to file using std::ofstream and also passed through the checksum calculation so I can later write the checksum at the end of the file.

When reading the data back I could use a similar approach letting all read data pass through the checksum calculation and when that is done I can compare the checksum. The problem with this approach is that the read routines are used while restoring the gamestate and at the end when it's time to validate the checksum I have already constructed the whole gamestate. To me this feels wrong. I feel I should validate the checksum first but then I will have to read through the file twice, once for calculating the checksum, and once when restoring the gamestate.

So, what is the best way of handling checksums, especially while reading?