Programming

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Telling computers to do things.

Building interactive games on top of a web/HTTP technology stack

I recently answered question on the gamedev.net multiplayer and networking forum, that I feel warrants further distribution. The question dealt with trying to use MySQL eventing and MySQL data as the "server" for a large-scale multi-player web-based game.

jwatte's picture

What can I do with music, really? FFT and the XNA content pipeline

I was unhappy with the low resolution of the visualization data that you get out of the XNA framework MediaPlayer. If you want to synchronize gameplay to music, the data you get is not sufficient.

jwatte's picture

A very large number

Here's a number. Anyone care to guess what it is?

2003529930406846464979072351560255750447825475569751419265016973710894059556311
4530895061308809333481010382343429072631818229493821188126688695063647615470291
6504187191635158796634721944293092798208430910485599057015931895963952486337236
7203002916969592156108764948889254090805911457037675208500206671563702366126359

jwatte's picture

Range queries in key/value stores, part two

In my previous blog entry, I talked about cross-shard transactional integrity for key/value stores, and how SQL databases have solved this problem. I also poked fun at some of the best known key/value stores for not quite solving all of my problems for me, for free. Go read it, it's fun times!

jwatte's picture

Cross-shard transactional integrity

I've been looking at NoSQL data stores for online transaction processing lately. Yes, related to work :-)

The basic model of a key/value store, where the value is a JSON object or similar, only gets you so far. The bonus with it is that it is very, very easy to horizontally partition ("shard" or "federate"). The draw-back is that you really can't do any online queries on anything other than primary key values. If you're trying to do a query on, say, "any foobar created between 2011-01-05 and 211-01-06" then you're screwed -- you have to traverse the entire data store to find that.

jwatte's picture

Node.js Mersenne Twister random number generator module

I made a Node.js module. It's a packaging and slight update of the JavaScript implementation of the Mersenne Twister random number generator (which is a really high quality generator, as well as pretty fast).

I'm hoping you can soon get it with npm:

$ npm install mersenne
$

Usage is simple:

r = require('mersenne');

jwatte's picture

The XNA Offline and Online Highscores Component Version 2 (distributed leaderboards, sort-of)

XNA Game Studio makes it possible to write games for the Xbox without being a developer with good publisher contacts and lots of money to pay for marketing and Xbox development kits. This is great!

However, because the XNA Indie Games system is not fully controlled by Microsoft, certain features of Xbox Live! are not available, because they would be too easily abused. These features include online Leaderboards, and unlockable Achievements.

The XNA community has developed alternatives to those functions. Many XNA games contain "Awardments" that can be unlocked, and many more XNA games use the XNA Network Highscores component to implement distributed, peer-to-peer highscore sharing. The name for this is generally "Online Highscores" rather than "Leaderboards," because the latter name is reserved for use by Microsoft-certified titles that use the real Xbox Live! functionality.

This article introduces version 2 of the XNA Online highscores component, which is free for you to use in your own game under the terms of the MIT license.

jwatte's picture

Android programming, layouts and activities

I've been doing some Android programming, trying to get a feel for what an Android app would look like when structured as a main screen, some set-up screens, and a main gameplay screen (which then wants to go back to the main screen). I've fought a bit with the built-in Android layout views. They seem to be missing some capabilities that would be really useful.

jwatte's picture

How to structure a reusable game networking library

I recently have answered several questions about how to structure a networking library such that it can be easy to use for users of the library and/or when expanding the game you're writing. Here are some thoughts on that. (Code examples in C++)

Networking generally ends up needing to do three things:

1) Mirror state updates from one object to another.
2) Request remote services ("RPC").

jwatte's picture

Animated illustration of how a networked game server works

Here's a general illustration of how a networked game server works. While the animation is somewhat fast, you can just fix your eyes on a particular spot and read the explanation text as it shows up.

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