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@hplus0603 @frob  Hey there! 

I just went through both of your messages. There's obviously precious insight in both, but I believe I will have to iterate on the implementation to consolidate my understanding. I imagine I could question or challenge some aspects, but that'd require a hindsi…

6,347 views
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Hello,

I've been looking for some decent 3rd party service to aggregate game events like where and how often players dies, how they play, where they go, etc. I've had very little to no success.

I am needing just game driven events to adjust game design, not monetization in any way.

I've hooked up Game…

2,745 views

Alberth said:

Note that a network connection are at the level of a stream of bytes. There is no “start” or “end” notion built-in of what you think as “message” 

This is generally not true for game networking. It's uncommon to use TCP or any stream-oriented protocol. Usually we work with message-…

6,647 views

Hi all! I'm working on a 2D platformer game and have a character that is able to do most basic moves, but I'm not really happy with my code. I recently found out about Unity's new Input System, so I followed their documentation and got it all set up. And then…. ran into a few questions. Some are fl…

3,642 views

@sir7 i'm assuming that u know about polling, but u prefer events;

yes it's fine to have events, have a queue in the system so u don't lose any generated events, and if you think the system is not responsive enough then check on the number of listeners, see how many there are because it could take s…

5,759 views

This sounds like a use case for Rx aka Reactive Programming to structure your game in a way that you have event streams instead of single hard-coded event per object. This way, producers can push their events to certain streams and consumers may use those streams and probably concatenate them to mo…

4,322 views
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