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visits member for 2 years, 11 months
seen Dec 17 '13 at 12:51

Oct
3
comment Why is it so hard to develop a MMO?
@matheszabi : Many games use networking libraries which are based on UDP only. If you have pure UDP, you don't have to maintain both protocols. For game development, TCP/IP has some limitations and UDP has some benefits. Regarding window positions: from the server perspective, there are no such things as "windows". Client sends a command - user X wants to transfer item A from his bag to bank. The server checks user's location and responds - hey, cheater, you are 100km from the bank, no way you can complete this action! I guess, you got the idea.
Jul
9
awarded  Popular Question
Mar
30
revised Replacement memory allocators - pros and cons
added 1 characters in body
Mar
30
asked Replacement memory allocators - pros and cons
Mar
25
comment Component entity system - Updates and call orders
Edited to make the answer more specific to the question.
Mar
25
revised Component entity system - Updates and call orders
added 848 characters in body
Mar
24
answered Actually utilizing relational databases for entity systems
Mar
24
comment How wise is this multithreading architecture?
I guess, one parallel_for (I'm using Microsoft implementation) on the same kind of data structure is a better idea than trying to manually "parallelize" operations on multitude of different data structures.
Aug
5
comment Library like ENet, but for TCP?
TCP doesn't support encryption either. UDP and TCP are low level (transport layer) protocols, encryption is on a higher level (application level). You could just encrypt packets with any available encryption library, and it doesn't matter if packets are UDP or TCP.
Aug
4
comment Virtual World Plaforms and Unity3d
OGRE 3D is just a graphics rendering engine. But really powerful one.
Aug
4
answered Entity communication: Message queue vs Publish/Subscribe vs Signal/Slots
Jul
29
revised Resource and game state management for multiplayer game server
added 16 characters in body
Jul
29
comment Resource and game state management for multiplayer game server
Thanks, now I see that the server should not worry about graphic/audio resources and animations, so there is no need for any "resource manager". About C++11: I'm thinking which option would be a better deal - some 3rd party cross-platform threading library, or C++11 std::thread (and other new std:: things which might be not fully stabilized yet). Just trying to minimize dependencies on other libs.
Jul
29
revised Resource and game state management for multiplayer game server
added 93 characters in body
Jul
29
asked Resource and game state management for multiplayer game server
Jan
14
awarded  Student
Aug
21
awarded  Scholar
Aug
21
accepted Some practical issues with component-based game object systems
Aug
21
comment Some practical issues with component-based game object systems
Thanks, now it is more clear to me that my questions are related to any game engine architecture, not just component-based, so I should study those issues separately, and if I get network/scripting implemented correctly, then component-based system will not introduce any new problems with network/scripting.
Aug
21
awarded  Supporter