Old Vs New

In the 1980s and 1990s, text-based adventure games were commonplace. Many consoles back then were actually home computers, such as the Commodore 64, and programs were loaded via tape cassettes (a far cry from modern hard drives and solid state storage!). Games were developed by companies, but were also created and distributed via media such …

Img2Map (Game Engine Image Mapper)

I’ve created a small piece of software that maps-out an image’s RGBA values to a file. That file can then be read by a game engine and then be recreated- this allows it to be manipulated (I created it to support my RainEngine project but isn’t part of that assignment). It supports up to a …

Is it possible to combat the speed of a library that you don’t control?

As mentioned in Welcome to The RainEngine, I’m using the ASGE (AwesomeSauceGameEngine) for my 2D engine (which will be taking up roughly 80% of my time on the assignment, but I believe it’s worth it). The engine is extremely basic and isn’t optimized, that means that it can be slow when faced with a load …

Welcome to The RainEngine

For a university assignment on game systems I’ve chosen to do regular good ‘ol rain… with a twist. The assignment calls for creation of one of four systems (rain, sand, sound, text-based game) to be implemented in at least two game engines (I’m using one 2D and one 3D). In the 2D game engine, ASGE, …

Graphs, Graphs, and Data; an expansion of Wildfire

As you guys may know, I haven’t exactly been on the ball with updates to the Wildfire system, until now that is. I’ve been working on an update to the system that utilizes an external database system instead of SQLite, but the biggest part of the update is to recording of statistics. ‘Recording of statistics?’ I hear you say; …

Wildfire: 6 Month Review

The current instance of Wildfire has been running for 6 months now, so I thought I’d compile a small review of Wildfire so far… There are currently 248 registered users, with an average of 54.3 new users each month (up from <30 in January, February, and March) in the last three months. This statistic alone is impressive …

Thoughts on Game Design: Why use UDP for multiplayer?

It’s common knowledge in the games design industry that many online multiplayer games transfer data via UDP instead of TCP, but why? To answer this, we’ll have to dig deeper into how TCP & UDP work, and the specific scenarios that online gaming has to deal with. To start with, TCP is slower than UDP; this is …

Automated Load Balancing & Auto Scaling

I’ve just discovered the load balancing & auto scaling functions of AWS EC2, and I immediately put them to use for Wildfire. I love the feature; it scales automatically depending on the amount of activity Wildfire is having. The servers in the screenshot were created by the auto scaler and not me. I don’t have to worry …

Always backup, backup, and backup. Did I say to backup?

I replaced the SSD in my system a week ago and sold off the old SSD, which had an encrypted local partition with Wildfire’s source-code on it. Now, Wildfire’s source-code (as well as the source of some of my other projects) is stored on an encrypted drive on my server, so I didn’t need the …

GameTracker: Tracking the money, not gameservers

As some of you might know, GameTracker’s GameSpy V2.0 querying is broken, so I opened a post in the support area of their forum giving them all the details they needed to verify that it is a GameTracker problem and requesting that the issue is fixed (it affects other games as well). I recieved a …