Jump to content

  • Log In with Google      Sign In   
  • Create Account


chbrules

Member Since 28 Aug 2004
Offline Last Active Nov 04 2012 06:44 AM

Posts I've Made

In Topic: Program Design Theory - Managing How To Draw To Screen

02 November 2012 - 06:46 AM

Thanks for the info! You guys have given me some things to think about.

In Topic: Program Design Theory - Managing How To Draw To Screen

01 November 2012 - 05:47 AM

You can also use render lists, in this way a game object doesn't need to know how to render to screen, it just needs to know what of its data needs to be rendered. This is then collated in a list and that list is then used by the renderer to issue render commands.

The benefit of this is that you can do some sorting on the render list before rendering without having to sort the scenegraph or other hierarchy in which you store your renderable data.


Great idea! Is there an example of this setup you could point me to? I learn well by example :]

In Topic: [web] JS: Access class member using 'this' inside an anon function call in a...

28 March 2010 - 12:17 PM

Awesome! It works. Thanks!

Not really sure why it works, though. Seems kind of illogical.

In Topic: [web] Flash potential question

28 March 2010 - 09:12 AM

Consider using <canvas> and jSocket alternatively? It's not as mature as flash yet, but it's on its way to replace flash this decade imo. I'm writing a MP RPG game with it right now and I'm loving the experience. I hated AS3, but that's just my opinion.

In Topic: [web] MySQL or PHP Sessions ?

18 February 2010 - 11:18 PM

I doubt you'd come close to seeing any limiting performance from either PHP's disk-based session system or MySQL querying, unless your game is somehow landing 100+ simultaneous hits on your server.

That being said, make it easy and just run requests to the database. No matter what, you're still reading from the disk. Since you're not using a memory-based caching system like Memcached, and PHP's session system storing data in files on disk, the next best thing is using MySQL. Reads from MySQL should be incredibly fast, as you should be indexing all columns you use in WHERE and JOIN queries.

MySQL would also scale better if your game grows in popularity.

PARTNERS