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About erpc

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  1. I was in your boat coming from business web app programing and wanting to build an MMO style game. What I ended up choosing was node.js, jquery (and javascript in general), redis (to be used as a database cache layer), postgres database, and since I was going the 3d route, I also started using three.js.   You're going to need to round robin through the different areas of the game design if you have no programing experience. Code Fox's recomendations are your best beginning bet, so you can learn to store/retrieve database info efficiently, display the information to the user, and creative some sort of interaction.   there are game engines as well for web games. I spent hours and hours just checking out html5 games engines, and it helped me decide on what to use. 
  2. erpc


    Ah yes, I forgot about the old wayback machine. Thank you!
  3. I've read several recommendations that the arcsynthesis.org tutorial series was good. I started getting into it and it is interesting and easy to follow. One problem though: the arcsynthesis.org domain expired yesterday. So what's the next best option?
  4. Ya, I probably took some of Seans' reply wrong, and I apologize. An engine isn't going to help me all that much for what I'm doing, but the wind currently blows in the direction of Unity, etc, with everyone and their brother becoming an overnight game developer. I may be in that crowd to an extent, but I've been programing in other areas for a quite a while and have been working on game mechanics and process for a long time. I'm starting to get angry when I read posts/articles telling folks to use Unity (or give up and write pong) because no one aside from an elite group of industry insiders can write good code and release anything in a single lifetime.
  5. Thanks for all of the replies! I'm digging in to OpenGL right now. All these frameworks do not help me understand how I will be updating overlays.   As I said in my first post, I'm working out the window in SDL and GLEW. Some tutorials are suing GLEW, some use FreeGLUT, some use GLFW, etc. I'd like to just stick with one while I'm learning the OpenGL stuff. Setting up all these different libraries is time consuming and not very portable. So far it looks as if I will be able to transfer the tutorial content from whatever window library over to my SDL/GLEW environment. Yes?
  6.   Excellent; now to figure out how to do that.. I've been going through lazy foo's tutorials and keeping what I need right now to build on. I notice once I enable OpenGL and change to the swap screen function, the SDL_Surface thing doesn't quite work any longer. I need to find good reference material for all of this.   I don't want higher level functionality; this is going pretty good so far. I'm just new to this area and don't know every gritty detail of every method, nor do I know the better sources of information.   I hope you're not putting me down by suggesting I stick with HTML5 instead of learning something new that will do a better job of what I'm trying to accomplish. I see that a lot, here and other places. Oh it's sooo hard, and sooo time consuming, you'll never make it unless you use something that will do it all for you. When really, the problem is sparse, or really, really old documentation. On the web side, there are so many people doing many things, information is everywhere. On this side of the road, there just isn't as much discussion. Although, I've ran into fewer problems being a beginner with this (so far) than other languages/libraries.   Thanks!
  7.   It means widgets are updated without refreshing an entire screen full of information. It's a cost savings in my eyes, and I was hoping that SDL/OpenGL/whatever else I get into might have similar efficiencies. If not, either way I know where I'm at.   I've been looking at other options, engines, whatever. UE4 looks cool, but when I get into it, I see a lot of what I don't need in the tutorials; that is not how I'm building this project. While OpenGL will be a tough curve, I think it will allow me to do what I need to do, without navigating though a lot of things I don't need, and maybe quicker in the end. So far SDL is rather good, but the real meat will be drawing with OpenGL and interacting with objects there in.   I'm really trying to avoid landing in the wrong API. I've already spent time in Javascript, and while I have fleshed out a prototype so-to-speak, I've wasted time. I don't want to keep doing that.I'm excited to dig into OpenGL, but with everything I've been learning about SDL, not a single tut has given me any idea how OpenGL is going to fit in. I'm also hoping there will be some libraries and concepts available as a kick-start to what I'm going to do. Great, I'll be able to draw things, but can I get OpenGL to rotate a scene with mouse movements and polling? I'm getting ahead of myself, I know.
  8. While doing the 'ole google research, it seems that I have wasted time thinking I was going to create these overlays/viewports in SDL, then doing OpenGL magic inside of them. So in the very least, I need to get going on OpenGL right away. It's too bad you can't mix the two, at least for backgrounds and things that really don't need OpenGL.
  9. I'm using/learning SDL, with intention of OpenGL once I get some of the un-fun things started.  I began this project in node/javascript/three.js, but I don't feel that those are the right choice at the moment.   Unfortunately, I'm thinking about this from a web perspective and I'm thinking my window is going to react the same as a web page, or I'll need to lock things down to certain resolution choices. And what about mobile devices?   I never play games in full screen, and often have a game screen set to an odd size. I'm going to have map and option overlays that may or may not change perspective with window size changes, and I will have the ability to set preferences for certain overlay sizes.   It sure would be nice if there was an external library that worked with SDL to let me play with some window layouts.   It also seems like opening and closing overlays inside the game will be a complete redraw of of the window? Nothing ajax-like in real game development?     Any thoughts or wisdom that may save me from reinventing the wheel?     Also, whats up with the official SDL forums? I sign up, wait days to be approved, and then cannot post, reply or even message an admin to get some rights to participate. I hope that isn't a reflection on the quality of SDL as a whole...
  10.   I can send it over to you, book rate. Otherwise, it's kindling. I didn't think it would be so detrimental. If I ever do a tiny bit of C++ for whatever reason, it's the knowledge from that book, and what I learned during that time that gets it done.
  11. Thank you braindigitalis,   I'm probably not going to buy another  book; I'll use whatever documentation I can find on line. I just hoped it would be nice auxiliary reading; but if it will be harmful, I'll put it on the donate pile.
  12. ISBN: 0078819695   I found this in a box of stuff, with all my notes and goodness still stuck in the book. I remember liking this book a lot and helped me quite a bit for whatever I was doing at the time.   Since I'm digging back into some C++, I was going to use this book. The only problem, it was published in 1994, and I will be heading toward the later chapters and advanced topics for my reference. Things don't really change in C++, they only add to it, right?
  13. I've been reading many posts here relating to what I am thinking of doing and finding good information, but I'm still stuck on how to bring up a discussion with a a possible partner, and how to move forward with contracts, amicable IP protection and long term reward.   A little back story: the person I intend to bring on is a friend and past work colleague that I have personally worked on critical projects with. I am very comfortable with his abilities, communication, reliability, etc. In our past working experience, he was the one in a nice coding gig, and I entered the scene later with his help and recommendation from other leaders. We worked together several years, then he moved on and I took ownership of the project. During our time together we worked with web technologies, all things database, server administration (including fail-over, disaster recovery, replication etc.). We where two guys handling a critical system and we worked well together.   Skip ahead several years later: We now both have moved on and are in entirely different lines of work, but we've both still pursued our programming interests with hobby projects and side work, and still remain casual friends that can count on each other when one needs help.   By myself, I am developing an MMO browser game. Aside from the code I have completed, I've created a considerable amount of design documentation covering everything I can think of, along with monetization strategy over the past year while coding the initial framework. So I have a good reference to what I am up against and how I could split tasks and delegate as/if developers come aboard.   As one could imagine, I have a serious personal interest in this endeavor, and I want to protect 100% interest until such time as another person has contributed enough or has influenced enough change that is no longer 100% my interest, then proceed accordingly.    Getting back to this friend and possible future colleague: We talk every couple of months, and I've told him quite a bit about my project in the last few months. He has a genuine interest and really wants to get involved. I am all for that; I probably couldn't ask for a better partner, if a partner is what I want. It is understood that there is no compensation until the project actually generates money, if it ever does.      TL;DR I don't want my work pulled out form under me and forked over to something different but similar, without at least some ability to fight for it. I also intend to keep a principal roll so that I can oversee the general direction of the project.     Concerns: NDAs, collaboration agreements, non-disclosures and the like. The only problem with these documents is that the friend has a lawyer as a very close relative. So these documents would be prepared by said relative, and most likely lean towards my friend's favor. Using any other lawyer would certainly plant some sour seeds.   My second concern involves a recent conversation where my friend suggested "I give him a copy of the code so he can try to break it". I know where this comes from; I'm using some different tools to develop this game which he hasn't used muchof  and needs to get up to speed. I just don't want any copies of my code outside of the controlled location. Period. With agreements stating such, and all change log and commit rules followed. To me, this isn't a casual affair. I would prefer meeting, discussion, going over the code in person and delegating some items for him to work on until speed is reached.   I'm concerned that if things aren't discussed and setup correctly, I might risk losing my invested work, or more importantly, a friendship. I know most of the code I have written so far isn't worth a salt aside from some game specific things, as something similar most likely has been done already several times over. My documentation on the other hand is a bit more precious, since it lays out scope, features, business plan, areas of concern, problem mitigation, technologies to use, etc, etc.   I'm looking for ideas to proceed, or decide if I should just leave my friend out and contract unrelated folks from time-to-time as the need arises. Other people I've brought this up to, who aren't necessarily business minded or as selfish as I am, think I'm nuts and should just open everything up on a friendly basis. The person in question is generally kind hearted, but I feel with effort invested over a long period of time, some amount of foundation should be built at the beginning that guarantees everyone is treated well, and no one gets screwed in the event that money entered the picture.   Edit: Spelling.
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