mUnduli

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About mUnduli

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  • Birthday 06/11/1982

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    Turkey

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  1. If state change is also a DB update, what's difference beside allowing n clicks instead of Xn? The problem is already about propagation time. Assume a similar scenario, there is a marketplace people buying stuff. Three different players want to buy same item at the same time, what state there is to change even if you can? Still best bet seems to be using an in-memory solution, maybe queueing all queries might help as well but there'd be performance hit.
  2. Sorry , I'm not Chrome user (it's a ridiculous browser imo) , IE is also with Ctrl if I am not mistaken.
  3. Just for the records, Linode now has $5 hosting option
  4. Just for the records Ctrl+F5 forces browser to reload everything unlike mere F5 refresh
  5. Hello there o/ , I intend to use Babylon.JS for a 3D map (heightmap + mostly sprites) with orthographic projection. Just wondered if raw webGL would be a better idea, it's low level for my taste and just another learning curve but wondering such a specialized "own engine" would perform noticeably (justifyingly) better as webGL engines aren't really sugarcoat. I sense that dealing with raw webGL isn't a good idea but need some confirmation Best regards,
  6. Theoretically speaking 1. Don't let browser to register more than one click (like ecommerce industry does for payment button) This won't stop determined ones but at least you'll know their bad intention ( Gaming 101 - "If there's an exploit, it will be exploited" ) 2. If possible consider using something like memcached/Redis to store a simple IsAttacked value and/or timestamp. Actually it would also be helpful for scheduling. 3. Not sure if mySQL supports such thing, if it does either lock that record or check before updating. 4. Implement a simple query to detect discrepenancies just in case. A player can get 100 XP a day but one of them got 200? Probably cheating somehow
  7. Even if they were considering licensing their IP, cost wouldn't be indie friendly at all. Having original characters is sole path anyway.
  8. Linode is a good choice as well.
  9. This year I've a rather ambitious goal of finishing my game hopefully before May. After then, will deal with administrating game.
  10. Well, in theory what you need is either drawing building on canvas or applying texture to basic geometry. So these links might give some insight for start imo. http://www.kevs3d.co.uk/dev/phoria/test0uv.html http://stackoverflow.com/questions/4774172/image-manipulation-and-texture-mapping-using-html5-canvas http://www.irrlicht3d.org/pivot/entry.php?id=1329 Canvas renderer of Three.JS may also give an idea. PS : Actually I'd like to see pixi.js having an UV mapping feature but doubt it's planned in short-mid-any term
  11. Is it me or was there even one single 3D element in whole GTA2 game? Isn't it far easier just to use prerendered assets combined with mimicking very basic 3D geometry?
  12. Biggest (aka best) news for me would be applying texture to basic 3d geometry.
  13. Only device having problem with webGL is Lumia 920 but doubt this question is relevant.
  14. Hello there, Few days ago I had asked at GD.net (as it is more oriented at classical gaming) about headless software renderer for server side rendering to use as canvas fallback. But majority responded with webGL is being widely available so such effort not worthing trouble. So checked again and webGL browser support seems fine (beside IE 11 vs IE 9 for canvas ) but webglstats.com's up to 93% coverage didn't seem realistic to me. Even though it's rather true also hardware capability is a matter of debate. What is your experience/opinion/observation about webGL support? Is it wide enough to discard canvas fallback and go all webGL? Thanks in advance.
  15. I have a similar issue ( that user needs to get map data from server ) , in case you can live with seed number , that's best option. But if you can't like me, I think your best option is sending map data as PNG file. You can either generate a PNG file as the size of map ( 2k x 2k in that case , PNG-8 if 8 bit is enough ) or use PNG file as binary data container. (not tested but in theory it can be like first 2x11 bytes are (2^11 = 2048) for grid location and remaining 10 bytes to store extra data (in case of RGBA)) Or maybe can use best of both worlds you generate whole map but one PNG pixel (RGBA) holds data for 4 grids or so. And PNG files can be used with TypedArrays (and may need a fallback/polyfill for browser not supporting)