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Member Since 13 Jul 2005
Offline Last Active Dec 04 2014 03:58 AM

Topics I've Started

Unreachable pages

09 September 2014 - 03:23 AM

The links on this page, http://www.gamedev.net/index.php?app=search&module=tags&section=view&tag=Epoch#tabinteresting which I expected to take me to the journal entries, just link back to the page itself. It seems like a bug. And when I'm trying this page http://www.gamedev.net/user/33873-apochpiq/ it does not have a `next`/`more` link.

Catching illegal movement with partial data

12 April 2014 - 11:01 PM

In my game the client sends movement updates each time he changes direction (or speed). It works fine, except for one thing: Recently I changed the game so that the client moves in the direction he is looking, and that can change every client frame, so that's a lot of updates.


But without sending every update, it's harder for the server to check that the client did not move illegally. It's a multiplayer game, and it's important that the clients can't cheat. With only a subset of the updates, I could check that the distance travelled between two updates is not too great, and that he does not in any of the updates stand in an illegal position. But that does not mean that he did not travel through something that he should not have been able to. But I can not just check the straight line, because that was maybe not actually the way that the client went. I suppose I could forget about checking that he did not go through anything, because if he cheats he will probably stand in an illegal position at some point.


Any ideas?

Simple Made Easy---Best Presentation About Programming I've Ever Seen

27 December 2012 - 02:47 PM



I want to share a video with you guys that I think is very good. It has helped me a lot. Check it out!



After I watched that video, I thought back to some problems I've had in the past, and found that almost all problems in programming boils down to things being complected. I thought we could discuss simplicity, as defined in the video. Rich gives a good explaination of what simplicity is, but it's not always easy to see it when you encounter it. What are some instances of complexity you have encountered or struggled with? Do you have any design techniques that yield simple systems?


Btw, Clojure is a great starting point if you want to build simple systems.

Learning Game Design

29 June 2012 - 11:18 AM


I'm a programmer. I want to make games. I've played games for over 15 years. Although I can tell a good game from a bad one, I've come to realize that that is not enough to actually come up with a good game in the first place.

I want to learn game design. What I mean by game design is the core rules and mechanics of the game. I don't mean character design, story telling, or any of that. Personally, I don't particularly care for stories in games.

I've played some board games recently, like Settlers of Catan, Kill Dr. Lucky, Puerto Rico, etc. and I've sort of, just in my head, tried to come up with my own board game. But I don't even know where to start. There must be some basic principles or guidelines or something that one can follow to get started. I took board games as an example because they are almost purely rules and game mechanics.

But the game I am planning on implementing is an online rpg. Kind of like an MMORPG, but in a smaller scale---I'm not delusional, I think. This is, in my opinion, an easier task, game design wise, than to come up with a new boad game. Just copy what works in other MMORPGs and your set, right? But, I have this feeling that I'm missing out on something. I want to do better, something unique.

One particular problem that I have is designing spells and abilities for the playable classes. I want them to be balanced; if any two fight eachother, they should both have a not-too-small set of viable options in every situation. But at the same time the classes are supposet to have significant differences. Again: Are there some techniques, principles or guidelines for how to go about designing somehing like this? Or is just trial-and-error? I mean, experience must certainly help, and some experienced game designer must have written down techniques that work well.

Any tips?

How Common are Data Errors in TCP?

23 June 2011 - 01:51 PM


How common are data corruption/errors in TCP? I mean errors that slip by the correction facilities.

I had my game server running 30 minutes, during that time had 2 clients sending about 150 KB of data to the server. After about 30 minutes, my server crashed because it read an illegal value (my server does not yet deal well with illegal client data). The server ran on the same computer as the clients, and although it is possible that I have made a mistake, I find it to be a bad explaination, because for those 30 minutes basically the same messages were sent over and over. It has happened 3 times in the last 2 days. So it's kind of rare, too rare for me to think that it is a coding mistake, yet common enough to make me wonder what it can be.

I was under the impression that TCP is very reliable, especially when just sending to

Do you have any ideas of what might be wrong?