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Member Since 04 Sep 2010
Offline Last Active Feb 26 2013 02:03 PM

Topics I've Started

On a scale from 1 to 10 how bad of an idea would it be to use a JSON like format for ga...

10 January 2013 - 02:04 PM

It's actually lua, but there's not much difference there.


So I'm making a turned based strategy game and it does a lot of work with lua scripts server side. I created a wrapper class that I really like to use. So far I've been using it to interact with objects in the lua environment and save and load data etc. Then I thought: 'why not just use lua to send data across the network too?'


I figure the biggest bottleneck would be interpreting the code at the client and that doesn't worry since each individual client won't be receiving that many messages.


I know it's more bulky than binary, but it seems pretty convenient. Do you think it'll have a big impact on how many users the server can support? Sorry if this is a dumb question.

Looking for some awesome open source projects

12 December 2011 - 08:43 PM

I'm a mostly self taught programmer and I've recently been struck with the inspiration to create something amazing that changes the world. After thinking it over for a moment I realized I can't do it alone so what I want to do is join in an open source project. It doesn't have to be game development. I'm asking here because the community is awesome (though I haven't been in quite some time), and as far as I could tell from snooping around the site sourceforge doesn't have a general forum.

So I'm not sure if I should work on a well established project thats been at a commercial level for years or if I should try to get in on the bottom floor of some up and coming project. To be honest the latter sounds better to me. The primary goal here is to learn and expand my skills because truth be told, I've been programming some language or another for a long long time but I have nothing great to show for it, and not so much confidence in my skills.

So guys recommend me the most amazing and exciting open source projects you know of or give me hints on finding some leads and picking myself. Thanks.

Sorry about that Tom.

(C++) I know doubles have tiny accuracy problems but mine seem unreasonable

26 June 2011 - 10:20 AM

When I cout<<10.9 + 10.0; I get 20.911. Seriously? Thats horrible accuracy. And when I do the addition in my real code it comes out as 20.913. I was expecting errors to be much much smaller than that. Is there some kind of compiler flag I can set to make it more accurate?

Isometric 2D vs. full 3D

26 January 2011 - 11:01 PM

How does isometric 2D graphics compare to full 3D in difficulty / time investment to create, file size, and runtime speed? If your game could possibly be somewhat tile-ish by nature would isometric 2D automatically be the way to go or would there still be a case for full 3D?

I don't have much experience with graphics and I'm just trying to figure out which one I'd be best advised to focus on initially. I'm making a game that definitely could be tile based but I'm wondering if I should just take the opportunity to dive into 3D.

Blocking sockets + a lot of threads, or non-blocking?

17 September 2010 - 12:50 PM

I'm making a text based MUD and the networking is a bit of a puzzle to me. I'm using winsocks and my first instinct was to make a thread pool so I can handle x amount of users per thread with a maximum of y threads. The idea was to find the most efficient values for those variables later. I thought if, later I determined I wanted 1 user per thread I could just set x to 1 and all would be well.

Now I'm thinking I'd be better off just using one thread per user and using blocking calls instead of non-blocking. I figure if I limit the threads to io only I could set the stack size to an extremely small value using the _beginthread() parameter so it won't be much of a waste of memory. If I'm just blocking and waiting for information I figure I can set the the stack size to the maximum size of the data buffer, plus a little extra just to be safe.

So my question is is it a bad idea to have possibly a thousand threads for io with the users? Should I just stick with the thread pool idea?