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Member Since 17 Jan 2009
Offline Last Active Feb 05 2015 09:11 PM

Posts I've Made

In Topic: How to stop users from manipulating Game Save Data

22 April 2014 - 01:27 PM

"How to stop users from manipulating Game Save Data?"


- there is no way to prevent it, only ways to make it "inconvenient"

- if your game is popular, cheats and trainer programs will surely be made, thus it only ends up "inconvenient" for 1 guy who made the trainer


Think of it this way ... hacks are common for Counter Strike, Battlefield, and World of Warcraft. If the $ billions of dollars and collective programming power of Valve, EA, and Blizzard cannot stop cheats, then neither can you.

In Topic: Making a "Busy Loop" not consume that much CPU (without Sleep)

20 May 2013 - 11:14 AM

Ahh ok. Yeah I would never use it for any type of timing. But for a thread that just randomly consumes inputs with no dependencies it works just fine.

In Topic: Making a "Busy Loop" not consume that much CPU (without Sleep)

20 May 2013 - 10:03 AM

Can anyone explain why exactly using Sleep() or Yield() is 'bad'? I haven't seen any convincing arguments. I've used Sleep() in threads before with zero side effects and it gave substantial CPU reduction. For example, it reduced a single core sitting at ~50% while idle to about ~4% while idle.

In Topic: Xna or Unity for first rpg?

07 March 2013 - 12:08 PM

Yeah either MonoGame or Unity imho. XNA may be doomed and I think it is a huge mistake by MS.

In Topic: selling software product keys?

24 September 2012 - 09:27 AM

This is a tough one, I researched this one all last night.

First I would recommend google checkout as the checkout and payment system.
Next use google App Engine and construct a relay server, one that will tie the orders from google checkout with an unchangeable destination server.
Ensure that if the destination server is changed, then no further orders will be processed.
Finally for the destination server side. For this you would just generate the keys and forward them to the correct gmail account.

Google has most of this infastructure in place for companies, which you can leverage yourself.

Hmm that might work. Already using app engine for the game's master server.