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bio website AriPatrick.com
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age 24
visits member for 3 years, 11 months
seen Jan 24 '13 at 14:24

Sep
21
comment 'Game rules' as data in data driven engines?
The engine is responsible for providing the base functionality that the games that use it are built upon. While the engine would not implement the HUD, it would provide sprite/2d graphic capabilities that game developers would utilize to implement the HUD they want. Likewise, the engine wouldn't implement specific characters, but it would provide a generic actor/character class that would handle things like loading models, textures, animations, and and provide methods for utilizing them, simplifying the development effort required by game developers.
Sep
11
comment Node.js Game Development
You asked this same question on SO and it was closed as not constructive. Perhaps you can try phrasing your question in a manner that is less broad. (stackoverflow.com/questions/7370703/node-js-game-development)
Nov
30
comment How to design a replay system
Although the answers below provide a lot of valuable insight, I just wanted to stress the importance of developing your game/engine to be highly deterministic (en.wikipedia.org/wiki/Deterministic_algorithm), as it is essential to achieve your goal.
Nov
24
comment How to model multiple “uses” (e.g. weapon) for usable-inventory/object/items (e.g. katana) within a relational database
@alphadogg How is this a many-to-many relationship? In the database, weapons know about weapon types, but weapon types have no need to know about the weapons they are associated with. If for some reason you want to know all the weapons that are of a specific weapon type, you would simply write a query that iterates over the weapon document collection.
Nov
12
comment Bohemia Interactive's bio2s format
Initially I was going to direct you to Bohemia Interactive's wiki entries on scripting (community.bistudio.com/wiki/Category:Scripting_Topics) but it seems as if they are still under development. :/
Nov
11
comment List of Anti-Cheat Packages for MMOs?
+1 for listing a solution many people would overlook
Nov
11
comment Lua as a stand-alone for game programming like Python?
I'm not familiar with any existing 3D Lua frameworks worth recommending, but the process for constructing such a framework is the same as constructing a 2D one. Essentially you'd need to learn a programming language that can bind with Lua, and develop your framework in that language, creating the appropriate hooks for lua to access the functionality required. It's a pretty complex process, so it's not something I would dive straight into, but for more information on how to bind lua to different programming languages, check out: lua-users.org/wiki/BindingCodeToLua
Nov
11
comment Why is it so hard to develop a MMO?
+1 for interesting perspective.
Nov
9
comment What does a Game Designer do? what skills do they need?
Here is an excellent resource on breaking into the game industry, in general, as well as some designer specific info: sloperama.com/advice.html
Nov
9
comment noSQL - Is it a valid option for web based game?
In response to your question "Is NoSQL a valid option for web based games?" I believe the answer is yes. NoSQL databases have been used for web-based games before (such as FarmVille) and offer a lot of flexibility. The main point of contention for this question seems to be "which is better (NoSQL or SQL)?". Each system has pros and cons, but both are perfectly legitimate options. If you're looking for a detailed list of the advantages of one system over the other, you may want to pay the Programmers StackExchange a vist. :)
Nov
9
comment noSQL - Is it a valid option for web based game?
@Joe Wreschnig Before I comment further on atomicity, I'd like to perform some tests on my end, to verify Matt's results and do some further research. I know NoSQL has been used in a number of production environments, so I would like to see how others have overcome this issue, if in fact it still exists.
Nov
8
comment noSQL - Is it a valid option for web based game?
@Joe Wreschnig "By default a multi-update will allow some other operations (which could be writes) to interleave. Thus, this will only be pseudo-atomic (pseudo-isolated). To make it fully isolated you can use the $atomic motifier" Unless I'm reading that wrong, MongoDB is not pseudo-isolated at best, it's isolated at best.
Nov
8
comment noSQL - Is it a valid option for web based game?
More than likely, you would have a database of players, with individual player documents. In terms of atomicity, different flavors of NoSQL have slightly different setups. Here is some of the atomicity documentation for MongoDB, which is the NoSQL implementation mentioned by the OP: mongodb.org/display/DOCS/Atomic+Operations
Nov
8
comment noSQL - Is it a valid option for web based game?
@Andrew Frolov You can version control SQL databases, in fact you should ALWAYS version control your development databases, regardless of the type.
Nov
8
comment noSQL - Is it a valid option for web based game?
@Andrew Frolov Re-reading my comment, I see how it seems like I'm saying "Amazon, Google, and Facebook ONLY use NoSQL" when what I was trying to get across was that the services use NoSQL as an essential layer. This brings up an interesting point that SQL and NoSQL do not have to be used exclusively (although I believe this option is probably overkill for the situation the question presents).
Nov
8
comment What is the best designed open source game engine to take example?
@Joe Wreschnig It seems I was unclear in my last comment. I was basically recommending to look at 3rd party games built on an engine, instead of 1st party games. I agree that there are conceptual components that all engines share/have in common, but in terms of implementation those components end up being VERY different. For example, a resource manager for an FPS is very different than that of an RTS, even though, in theory, they perform the same function.
Nov
8
comment noSQL - Is it a valid option for web based game?
@Joe Wreschnig +1 for laying that out in a very easy to understand manner. Out of curiosity, is there any particular reason you don't think web-based games could benefit from NoSQL?
Nov
8
comment noSQL - Is it a valid option for web based game?
I strongly disagree that "the whole debate over SQL vs. NoSQL for game databases involves highly dynamic data" as there is a lot (if not more) static to moderately dynamic data that goes into games online/multiplayer games. Atomic operations happen at the (highest) document level, and since documents can be embedded within each other, there is less of a need for multi-document operations.
Nov
8
comment What is the best designed open source game engine to take example?
@Joe Wreschnig I'm inclined to agree with @Dani on this topic. Although all games are powered by some form of an engine, the architectural patterns used for a "one-off" engine and an engine designed to work on multiple titles are quite different, even if they both have scripting, resource management, 3D rendering, etc. components. Additionally, looking at the code for a game built on an engine developed by the same studio is probably not the wisest choice, as it will not give you a true indication of how flexible and easy to use the engine is in a 3rd party environment.
Nov
8
comment noSQL - Is it a valid option for web based game?
Updated my answer to provide one possible model in NoSQL