Jump to content

No collaboration without integration

Canardian

545 views

collaboration9.pngFirst we had e-mails. Our paper mails, artistic handwriting and other personalized communication was gone.Then we had websites. Our e-mails were reliefed and we could share information with everyone.Then we had blogs. Our websites were updated less frequently and all structured information was gone.Then we had rss feeds. Our custom look and style of blogs was gone and only raw information was left.Then we had technorati. Actually I forgot about it completely.Then we had ideajam. This was the first time we had a common place to share our ideas.Then we had planetlotus. Our rss feeds were gone and we got back our blogs, but this time all of them together.Then we had bleedyellow. Our blogs were still there, but we had also duplicate blogs, but we got also new ways of collaboration.Then we had twitter. Our collaboration tools screamed for integration into one single global place, as we have now to update information in 4 or more different places seperately.Planetlotus strikes again, and tries to keep all the places together. But it can do only so much, and it can't fix the source of the problem.I'd like to see one single place for global collaboration.I'd like to see it to running on Domino 8.0.1 on SUSE or AIX.I'd like it to have everything what all the above systems provide plus be easily expandable for future ideas.I'd like that the collaboration starts on the system level, and not only on the end user level.And actually I think it should be in IBM's own interest also to host a global server, as they have the iron. I'm sure they can hack some Blue Gene/P to run like an AIX, and I'm sure many companies and individuals would love to join for monthly fees to host their own virtual server, when they know their site is running on the best hardware in the world.And hey, collaboration could help also on the virtual server level, since not everyone needs their own virtual server, but they could be joined into communities, running on a common Domino server. Also those who prefer an own virtual server, could collaborate and share their idle time, then others, and themselves would have huge benefits from eachothers' idle times using IBM System p hypervisor technology.

 

Source



0 Comments


Recommended Comments

There are no comments to display.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By jen in jen's Blog 3
      I thought I would share my experience on this; if you're working on Multiplayer, you will need to protect your packets. The solution is simple, let's go through how we can achieve this by implementing what Valve calls "challenge codes". (Some reading on the topic from Valve here: https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol#Challenge_response).
      Disclaimer: this doesn't cover other security techniques like authoritative server or encryption.
      So, I've worked on Border Recon last year (I think) and I needed a way to protect my server/client packets. There was no need for me to re-invent the wheel, I just had to copy what Valve has had for a  long time - challenge  codes.
      The idea behind challenge codes is similar to Captcha, but not exactly. Think of it like this: for every packet submitted to the server, it must be verified - how? By requiring the client to solve challenges our server provides.
      To implement this we need to have the following:
      A randomised formula in the server i.e.: a = b * c / d + e or a = b / c + d - e, be creative - it can be any combination of basic arithmetic or some fancy logic you like and can be however long as you want - do consider that the longer the formula, the more work your server has to do to make the computation.  Copy the same formula to the client. A random number generator.  So the idea here is:
      (Server) Generate a random number (see 3 above) of which the result would become the challenge code, (Server) run it through our formula and record the result. (Client) And then, we hand over the challenge code to the client to solve (an authentic client would have the same formula implemented in its program as we have on the server). For every packet received from the player, a new challenge code is created (and the player is notified of this change by the server in response). For every other packet, a new challenge code is created. (Client) Every packet sent to the server by the client must have a challenge code and its answer embedded.  (Server receives the packet) Run the challenge code again to our formula and compare the result to the answer embedded on the client's packet. (Server) If the answers are different, reject the packet, no changes to the player's state. The advantage(s) of this strategy in terms of achieving the protection we need to secure our server:
      - For every packet sent, new challenge code is created. Typically, game clients (especially FPS) will update its state in a matter of ms so even if a cheater is successful at sniffing the answer to a challenge code it would be invalidated almost instantaneously. 
      - Lightweight solution. No encryption needed. 
      Disadvantage(s):
      - The formula to answering the challenge code is embedded to the client, a cheater can de-compile the client and uncover the formula. Luckily, we have other anti-cheat solutions for that; you can implement another anti-cheat solution i.e. checking file checksums to verify the integrity of your game files and more (there are third-party anti cheat solutions out there that you can use to protect your game files).
       
       
       
    • By Josh in Josh's Dev Blog 4
      New commands in Turbo Engine will add better support for multiple monitors. The new Display class lets you iterate through all your monitors:
      for (int n = 0; n < CountDisplays(); ++n) { auto display = GetDisplay(n); Print(display->GetPosition()); //monitor XY coordinates Print(display->GetSize()); //monitor size Print(display->GetScale()); //DPI scaling } The CreateWindow() function now takes a parameter for the monitor to create the window on / relative to.
      auto display = GetDisplay(0); Vec2 scale = display->GetScale(); auto window = CreateWindow(display, "My Game", 0, 0, 1280.0 * scale.x, 720.0 * scale.y, WINDOW_TITLEBAR | WINDOW_RESIZABLE); The WINDOW_CENTER style can be used to center the window on one display.
      You can use GetDisplay(DISPLAY_PRIMARY) to retrieve the main display. This will be the same as GetDisplay(0) on systems with only one monitor.
    • By Josh in Josh's Dev Blog 1
      A huge update is available for Turbo Engine Beta.
      Hardware tessellation adds geometric detail to your models and smooths out sharp corners. The new terrain system is live, with fast performance, displacement, and support for up to 255 material layers. Plugins are now working, with sample code for loading MD3 models and VTF textures. Shader families eliminate the need to specify a lot of different shaders in a material file. Support for multiple monitors and better control of DPI scaling. Notes:
      Terrain currently has cracks between LOD stages, as I have not yet decided how I want to handle this. Tessellation has some "shimmering" effects at some resolutions. Terrain may display a wire grid on parts. Directional lights are supported but cast no shadows. Tested in Nvidia and AMD, did not test on Intel. Subscribers can get the latest beta in the private forum here.

       
       
×
×
  • Create New...