| bio | website | looris.net |
|---|---|---|
| location | Genova, Italy | |
| age | 32 | |
| visits | member for | 2 years, 8 months |
| seen | 2 days ago | |
| stats | profile views | 238 |
I jump on turtles
Tips: 1LohorisJie8bGGG7X4dCS9MAVsTEbzrhu
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Mar 30 |
comment |
Interstellar Economic Simulation No offence, but if you aren't strong in math, I fear the result might be boring or downright broken... wouldn't you better find a game designer who could help you doing that? |
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Mar 12 |
accepted | How well (or badly) does Minecraft SMP scale? |
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Mar 12 |
reviewed | Reviewed opengles display human face in iphone and animate it? |
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Mar 12 |
reviewed | Reviewed Building an XNA Game Engine: Loading Sprites outside of LoadContent() |
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Mar 12 |
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How well (or badly) does Minecraft SMP scale? @GameDev-er uh? Asking about "any bottleneck in any game" wouldn't make any sense. |
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Mar 12 |
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Is Minecraft's source code available? This is nice and informative, and I appreciate that. However, I was looking only for the official source code, so the accepted answer is precise. Thanks anyway, and keep this answer since it might help others! |
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Mar 11 |
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How well (or badly) does Minecraft SMP scale? Great answer, thanks! I'll leave this open for a while anyway : ) |
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Mar 11 |
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How well (or badly) does Minecraft SMP scale? (posting this here instead of on gaming because I'm interested about this on a developer's prospective) |
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Mar 11 |
asked | How well (or badly) does Minecraft SMP scale? |
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Mar 11 |
accepted | Is Minecraft's source code available? |
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Mar 11 |
asked | Is Minecraft's source code available? |
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Feb 14 |
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How does a single programmer make a game? @Piku there was a proposal about that, but apparently it has been deleted... |
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Feb 11 |
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Tricks in game mechanics to avoid dealing with network lag compensation? This is a nice twist |
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Feb 11 |
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Tricks in game mechanics to avoid dealing with network lag compensation? @VaughanHilts "just make it turn based" is not a real suggestion: it is obvious that if it is turn based, lag doesn't matter! The question is much deeper than that... |
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Feb 11 |
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How to split login and game logic when writing servers? You accepted a misleading answer, you should reconsider that carefully, or you'll end up with wrong notions in your head and with a false sense of security in your code. |
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Feb 11 |
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How to split login and game logic when writing servers? @Kylotan ???????? of course there is a connection, between his computer and the remote server. Unless he plans to visit personally the server every time he needs to change the key... |
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Feb 11 |
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How to split login and game logic when writing servers? @Kylotan exactly, and how do you provide them the key? Why do you consider more secure the connection from you to the servers, than that from server to server? |
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Feb 11 |
revised |
How to display height information in tilemap You meant "vertical", right? |
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Feb 11 |
comment |
How to split login and game logic when writing servers? This doesn't work, or, it is actually a hidden re-implementation of @Philipp's answer. It fails because it assumes that both the login server and the game server know that same secret key. If they both know the key, one of them have to contact the other to provide it. Or you need a third party to send it to both. Either way, it is as sniffable as before. |
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Feb 11 |
suggested | suggested edit on How to display height information in tilemap |