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• ### Latest Forum Activity

• AFAIK the Frank Luna book is it right now. But it's also possibly one of the best series on graphics programing out there, so even if there is only one book available, it's a good one book to have.
• 16-thread, 122 GB instances are $1/hour on Amazon. Or you could blow$13/hour for a 1900 GB server with 128 threads :-) By the time you have enough players that you need more than 8 GB of RAM or whatever, you probably also have enough subscribers to pay for the servers to run it. How does a player on tile X shoot/collide/interact with a player on tile X+1 if they are vertically stacked on the server? Do you teleport any projectile, and not use any raycast weapons? Maybe there are no player collisions that matter across tile edges? Anyway, I don't see why you couldn't just load each tile on the server for now, and keep an eye on memory consumption of tiles, and by the time you have enough content and players that it matters, go for something with more RAM.
• Oh yes, absolutely.  Sorry for neglecting to mention that I am open to any thoughts that anyone is willing to share.
• Shawn, since you are asking about an extremely narrow field of expertise, I would hope that you are open to thoughts from people who may not be in the field of expertise you're aiming for?
• Terrain changes are most interesting when players are frequently moving around; otherwise it's kind of just another way of saying "buff/debuff".  But I can see why you want to keep battles short; I can still play the SNES-era RPGs because battles are over so quickly. What about a tug-of-war mechanic, where the battle line moves left and right across the battlefield depending on player/enemy advantage, and running the opponent off the screen is a win?  Like the Chocobo Eater battle in Final Fantasy X?  That combined with manipulable terrain is an interesting combination, because the characters/enemies are being pushed/pulled on and off buffed/debuffed terrain, and that sets up interesting decisions.  But it's still compatible with having quite fast battles; it's not like you have the freedom of movement and action that makes a SRPG tactical battle so much slower.

# General and Gameplay Programming

Discuss game and other programming topics not specifically covered in another forum. Includes discussion of game development related to iOS, Android, and other mobile platforms as well as questions specific to the Switch, XBox, Playstation or other consoles.

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