| bio | website | flyinglab.com |
|---|---|---|
| location | Seattle, WA | |
| age | 26 | |
| visits | member for | 2 years, 10 months |
| seen | Oct 2 '12 at 18:48 | |
| stats | profile views | 18 |
I'm currently a Software Developer with Flying Lab Software, an MMO development studio. My main interests are in tools and engine/infrastructure development, with an emphasis on game design languages and virtual machines.
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Feb 22 |
awarded | Nice Question |
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Sep 7 |
comment |
In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool? This, combined with the fact that all commercial games are developed under time, capital, and labor constraints means that only the features which really drive the core game-play of a particular title will end up being included. Unless your game design has a good reason to include realistic magazine management (survival horror games in which ammo management is a large part of the 'survival' aspect are a pretty good example), it's probably just not going to be considered worth the development and testing time necessary to make that feature happen. |
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Oct 14 |
awarded | Scholar |
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Oct 14 |
accepted | Game log format for MMO servers |
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Oct 14 |
comment |
Game log format for MMO servers Custom event log setup would be handy for strictly chronological playback ala FPS demo recordings, but that's a very different problem to solve. Does anyone have experience with developing something similar to demo recordings for massively multiplayer client-server games? |
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Oct 14 |
comment |
Game log format for MMO servers Thanks for the response (and thanks to the others who submitted answers below)! The more that I think about it the more it seems like an RDBMS is the proper fit for this particular type of logging. It wouldn't be too difficult to design a custom log format that was well indexed for basic kinds of searches, but with the sort of complicated queries that are often used by CSRs and game analytics a more general approach is necessary -- at which point an established product is going to outperform in most cases. |
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Oct 13 |
awarded | Student |
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Oct 13 |
asked | Game log format for MMO servers |
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Jul 21 |
comment |
Design Document Contents While the above answer is correct that design documents are not the place for narrative text, there is definitely a place for this when developing your design! User stories, often told from a first person perspective, can be helpful when forming the initial definition of gameplay. If you have a wiki or other set of documents that encompass pre-production design work it makes sense to include these narratives, likely in a different section from the design specifications. |
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Jul 20 |
answered | Same game logic on two seperate graphics libraries |
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Jul 19 |
comment |
Is the TCP protocol good enough for real-time multiplayer games? It's also important to keep in mind that in some cases your end users will be sitting behind ISPs that block UDP traffic, have router setups that prevent UDP traffic, or otherwise are in a situation where using UDP is less than ideal. In those cases, if your game can support it, being able to fall back to TCP communication is quite handy. |
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Jul 19 |
awarded | Teacher |
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Jul 19 |
answered | What are some ways to prevent or reduce cheating in online multiplayer games? |
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Jul 19 |
awarded | Critic |
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Jul 14 |
awarded | Supporter |
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Jul 14 |
awarded | Autobiographer |