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I though it would be best to share a lesson that I've learned while working on the networking aspect of my game.
In my game I use C sockets for network code. The server side is written in Golang. With game networking, you can't really use JSON as a data layer as the performance hits for serializing and deserializing data are too big. So the best option is to write out your data in a "file" struct format.
My game has a few types of structs.
PacketHeader, PlayerPosition, PlayerInit, Pl
Having a good set of tools is highly important. Just ask any mechanic. A good set of tools can save you a ton of time, just to prove this, try changing a water pump with a crescent wrench.
The back story...
There is some sort of issue with my project in GIT from the windows perspective in which it doesn't let me add source files to GIT without using the -f option. The last few months of development I haven't been creating "new" things, just working on content. This means that my new chang
In my day job I get a lot of experience with different technologies. Mostly related to mobile or website, but there is a lot of bleed over in the game industry. I've done a few Ruby on Rails applications, it's not my primary toolbox, but it has some benefits. Mostly the ease and speed of development.
I switched to using Ruby on Rails for the data management layer of my game. At the moment there isn't much data, only about 300 rows in a database for everything in the game. This is expected to