• Announcements

    • khawk

      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.

ramdy

Members
  • Content count

    48
  • Joined

  • Last visited

Community Reputation

141 Neutral

About ramdy

  • Rank
    Member

Personal Information

  • Location
    Spain
  1. Thanks for the tutorials, really helpfull!
  2. [quote name='AllEightUp' timestamp='1327777260' post='4907108'] There is very little of the original HE engine remaining in Swtor. [/quote] [quote name='ramdy' timestamp='1327740875' post='4906957'] I have readed many posts against this engine but not argumented. [/quote]
  3. SWTOR is a special case since BioWare purchased source code (maybe cause not enough flexible? ).
  4. Hi, I readed that as well but you know most times the advertised and the reality are different things, that why asking here ;) Thanks!!
  5. Hello, few days ago discovered "Hero Engine". Have to say I became impressed for what I was seeing, it is the perfect tool but looks like too good to be true. Regarding the post title, seems it is only possible programing by its own script HSL, how flexible is it? If what you are trying to do is an MMO (not necesarely MMORPG with the perma 1-3rd view) is it suitable? Do you guys have any experience with it? I have readed many posts against this engine but not argumented. Thanks in advance, Jorge.
  6. [quote name='hplus0603' timestamp='1327714214' post='4906898'] Yes, you may pay many thousand dollars for this hardware, but when you're at the point where you need gateways and forwarders and whatnot, the leasing cost of this hardware is a very very small part of your budget. [/quote] I am thinking in the amazon web services, do you have a favorable opinion about it? [url="http://aws.amazon.com/es/ec2/"]http://aws.amazon.com/ec2/[/url] [url="http://aws.amazon.com/elasticloadbalancing/"]http://aws.amazon.co...cloadbalancing/[/url] Thank you hplus and ApochPiQ for the time to response, got it clear now.
  7. Hi, I will explain before how I have in mind doing it: All communications are limited to text, what client-network exchange are just text-strings with a specifiq format to identify the command and params, something like: command&param1&param2&... In the case a client want to send a message to a chat room, it would send something like: "chatmessage&GeneralChatroom&Hello all" Gateway would receive, decrypt and validate the string and depending of the command identify what server is in charge to process it, so it ends resending the string to the proper server in the network. *Note what I call gateway is a server with traffic redirection based on message content as main duty. Benefits of the gateway: 1. One IP per gateway, no gateway means you would need 1 IP per machine in cluster? 2. Frees of some network programming aspects client and "sub-servers", they just handle 1 connection for everything. [quote]The login system gives you a token which can validate your connection to the actual services[/quote] Yes, login is before all this. client and gateway obtain a token per session which is used also as key for message encryption. Replace "gateway" by "proxy" and this is almost what I mean: [url="http://realmcrafter.com/store/pages.php?pageid=12"]http://realmcrafter.com/store/pages.php?pageid=12[/url]
  8. Sorry for reviving old post. For the "traditional" gateway approach the problem I see is that if gateway falls, all clients fall as well. If you have a list of gateways would be a matter to let the client know IP/Ports and if losing connection just trying to connect to any other from the list without user even noticing. So the process would be: 1. Client login -> receives list of gateways 2. connect/validates to gateway 3. client start sending messages to gateway, it will redirect to proper internal "sub-server" ... An image to ilustrate it better: [attachment=6895:Dibujo.jpg] *Note Im calling a gateway what in fact is a "home-made" server with functionality reduced to receive messages from client, parse/validate and resend. Gateways would be the only accesible by Internet and gateways and subservers are in same LAN. ** Gateways and subservers can easily scale.
  9. Hello, probably this has been asked already, I didn't have success finding it. I am looking -ideally- for a book/manual which would provide with guidelines about how to make a LAMP/WAMP web-based mmorpg (simple one). Im mostly interested in the security aspects, DB, server side and how to efficently structure the project, etc. Would be better going for Java or Php for a project like this? Any suggestion is welcome. Thanks in advance, Jorge.
  10. Hi, very thanks for the reply. By pack I mean a bag (let's say a WOW bag). Greetings
  11. Someone playing at PC 1 make some changes to the interface and other personalization aspects like placing skills in a given skillbar, etc.. When going to PC2 he may find all these changes updated as well. Where would you store all this? :S Maybe into a DB? a kind of file versioning and updating? On the other hand, if we speak about items collected (let's say thousands of them) where clearly you store all of them into a DB, would you store also its location per player? The given pack and the location at that pack, etc.. Thanks.
  12. [quote name='Martins Mozeiko' timestamp='1315735079' post='4860282'] If you don't like getmac, you can try parsing output of ipconfig /all [/quote] Looks like that way it would become OS language dependent.
  13. However, since you don't distribute the dll you can't be 100% sure it is present and you may have also the problem of the dll version the user has installed (DLL hell). Anyway (after your suggestion), Im thinking to implement both together, if getmac fails, go through IPHLPAPI.DLL. Thanks for help ;)
  14. Hello, I have been using for a while the "getmac" command to get the list of MACs in a Windows system and everything working Ok until I found recently a problem in some laptops where the command didn't work returning a message "Interface not compatible" (translation). Before getmac I implemented the functionality through IPHLPAPI.DLL but later discovered it is not redistributable . Thanks in advance, Jorge R.
  15. [quote]For the public/private key cryptography, try using openssh, or the crypto++ library, or whatever comes built into your OS/framework.[/quote] What about OpenSSL? Maybe [url="http://www.openssl.org/docs/apps/rsa.html"]http://www.openssl.o...s/apps/rsa.html[/url]