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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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  1. Certain? I don't know a 3 byte value type... ShortInt, Byte = 1 byte SmallInt, Word = 2 bytes Float, Integer = 4 bytes Double, Int64, Currency, Date = 8 bytes I think, the message length and the message id is word or smallint type, because message len and message id ocuppies 4 bytes in total for storage.
  2. I still using a Threaded Database Connections or use a own connection for each query?
  3. You know the packet structure for the game?
  4. 1 - Work with word data type messages ( 2 Bytes ). 2 - I think, u don't need to store message length, because a word value is 2 bytes ( 0-65535 ). Client: After the message, write the buffer/data. Server: In server, first read the message, after read buffer/data based on messageid.
  5. Server, Login, Info, Prize, DBConnnection Threads is a global thread. Only the socket thread is created on receive socket.
  6. The dll have a own connection with the server that I developed and described above. Clients doesn't connect/talk to database, adUseClient is cursor location for get data for database fastest and adUseServer to write/update, the connection occurs in server. The database is used to obtain information on loads of items. Any Socket received by Server is repassed to a new socket thread, its wrong? [code] procedure TServerThread.ReceiveData(Sender: TObject; Socket: TCustomWinSocket); var SThread:TSocketThread; begin {$O+}//Optimization+ SThread:=TSocketThread.Create(Socket,True,True); {$O-} end; [/code]
  7. I'm starting to develop multiplayer games, for now I'm working on simple things, like a extension dll. My DLL Game Logic: [img]http://i.imgur.com/8unN8.png[/img] I am developing in Pascal, using ADO to connect to SQL, and Client / ServerSocket for TCP Connections in mode ctNonBlocking / stNonBlocking. The above structure is used in a DLL which acts as an extension of a game, and works as follows: 1 - (Client<->Server->SocketThread->LoginThread) The dll is loaded by executable and connects to the server, then the player performs login to the server (2 Querys). 2 - (Client<->Server->SocketThread->GlobalInfoThread) After logging in, the client requests some information and the server returns data (7 Querys). 3 - (Client<->Server->SocketThread->RetraceInfoThread) When you open a window in question, the DLL sends a message to the server requesting data to update the client (7 Querys), that used, because items can be upgraded by purchasing through a browser. 4 - (Client<->Server->SocketThread->OpenPrizeThread) Players open a chest and the server return the prize (9 Querys). Problems: 1 - Upon arrival at about ~ 300K queries, the connection to the database seems to be destroyed, not sure. 2 - I'd like some tips to improve my structure, because i think it's a bad design. 3 - The SQLServer (2000) ends up consuming somewhere around 1.5GB ram to get around the ~ 300k queries, and the server is slow... Remarks: [list] [*]There are 4 threads calling SocketThread (Login, GlobalInfo, RetraceInfo, OpenBag), each with its connection to the database through a thread. [*]I am using Query objects in the CursorLocation: adoUseServer to UPDATE / INSERT and the SELECT to adoUseClient. [*]The average of people connected to the server through this dll is 150. [*]Not sure if the logic posted, is problematic, since it was previously using a single database connection for all threads, and I think I have not done a full test with this logic. [*]I will do a full test posted to this logic, with upgrade on SQLServer (2005 SP3) and upgrade in server hardwares, anyway, i would like to help me. [/list]
  8. Hello, I'm starting with multiplayer programming and have much questions to a good perfomance server. First, the conditions of my game: OS: Windows Server Expected Players: 1000 for each game server. 1 - DB Connetion, i have do: [list] [*] One db connection to each player. [*] One db connection in each server. [*] A DBServer interconnected to game/login server ( can post a example? ); [/list] 2 - Login<>Game Server, i have to do: [list] [*] LoginServer save the session info and GameServer call login server to ask the session data via local sockets. [*] LoginServer save the session info and GameServer call login server to ask the session data via local messages. [/list] 3 - General Socket questions. 3.1. I need to create: [list] [*]each thread for each packet received. [*]create a thread for each client connected and manipulate data. [/list] Obs: I'm pascal developer. I want solutions in any programming language. Thx.