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visits member for 1 year, 9 months
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At day I work as an ABAP developer in civil service.

At night I am developing a web-based MMORPG using HTML5 Javascript for the client, Java for the server and MongoDB as database backend. You can follow my progress on my development blog.


2d
comment How to be sure that a target goal in a match 3 game level will not be impossible?
I think you mean a "seed", not a "salt".
2d
comment HTML5 canvas multiplayer game with node.js and Isogenic engine
You can. But whether or not you should depends on you and on your specific project.
2d
comment HTML5 canvas multiplayer game with node.js and Isogenic engine
Welcome to gamedev.stackexchange.com. Unfortunately, "which technology to use" quesitions are considered off-topic here, because they are always discussion-oriented. I would recommend you to learn both technologies so you know what their main differences are and then make an educated decision which is better for you and your specific project. Also, there is no such thing as NoSQL. Each of the databases grouped under that umbrella term is completely different and deserves to be evaluated separately.
2d
answered How to be sure that a target goal in a match 3 game level will not be impossible?
2d
comment Combine MMO RTS and RPG engine
Your question would be easier to answer when you would explain your technical problems in greater detail.
2d
comment Combine MMO RTS and RPG engine
I might have a few things to say about this, but I don't understand what kind of reference you insist on, so I will not answer. You should also elaborate a bit on how your middleware actually works, so we have a better idea how other servers could fit into your concept.
Jul
24
comment Can I use an AI engine written in C++ in my Unity game? If yes, how can I do this?
Translating a pure algorithm from one programming language to another is usually not that difficult. The essential differences between programming language usually appear on a higher, more architectural layer.
Jul
20
comment Fast, simple procedural 2d island generation
@Neophyte Where you set the thresholds for each terrain type is something you need to experiment with yourself.
Jul
20
comment Fast, simple procedural 2d island generation
Your 2d map is in fact a 3d map: The z-coordinate maps to the terrain type.
Jul
20
awarded  Good Answer
Jul
17
revised Creating A TickRate Class
added 2 characters in body
Jul
17
comment Creating A TickRate Class
@KKlouzal That means when you have any timers in your game, they should depend on PROCESSED_TIME, not on real-time. When you have a timer-mechanic, I would recommend you to implement it yourself anyway so you can control at which point of your update-function timer events will be processed. When you use a "real" timer provided by some framework, they usually use multithreading and can be executed in the middle of some other procession. This can cause all kinds of funny and impossible to reproduce and debug bugs due to race-conditions.
Jul
17
comment Creating A TickRate Class
@KKlouzal Not completely right: The higher the FPS, the more reliable the real-time differences between ticks. When the FPS are lower than the tick-rate, there is a chance that ticks will be executed in quick succession without any real-time passing between them. But considering that all the player sees is the graphics output which is per definition too slow to visualize this, this should be of little concern for you.
Jul
17
comment Creating A TickRate Class
@KKlouzal When drawFrame takes very long, the while-loop will be executed several times, so game-ticks will be calculated until the game-state has caught up before another frame is rendered. When drawFrame is very fast, (PROCESSED_TIME + MS_PER_TICK) < currentTimeInMs() will likely still be false, so it will immediately render another frame without changing the state.
Jul
17
answered Creating A TickRate Class
Jul
15
comment demographics of paying mobile gamer
Thank you for your links, but please note that link-only answers are discouraged on stackexchange. Please try to sumarize the relevant parts of these articles in your own words.
Jul
15
comment demographics of paying mobile gamer
Thank you for your links, Sergio, but please note that link-only answers are discouraged on stackexchange. Please try to sumarize the relevant parts of these articles in your own words.
Jul
12
comment Creating a seamless open world 2d game map
How large is your world going to be and what's your target platform? When it comfortably fits into the RAM of your target platform, there is really no reason to overcomplicate the engine with chunk handling.
Jul
12
comment Creating a seamless open world 2d game map
Please don't create link-only answers, because links tend to break which will make your answer useless in the future. Please describe the relevant information of that link with your own words.
Jul
11
comment Is game maker studio actually flexible enough to cater to an avid programmer?
Sorry, but we decided that "which technology to use" questions are generally off-topic here because they are always based on personal opinion.