Tag: wildfire

Wildfire 2: Branches

As said in my last post Wildfire 2 needs to support two university projects: The first, a digitization of a board game (in ASGE) The second, a mobile AR game being a cross between Tetris and Bejeweled (in Unity and Vuforia) The first project needs the server to be integrated into its codebase (with a …

Wildfire v2

I created Wildfire 2 (technically Wildfire 3, but Wildfire 2 was never completed) last week to act as a gameserver for a couple of uni projects. The Wildfire (and thus GSv2) protocol was never intended for this kind of use (actual as a communication layer for an actual gameserver) so Wildfire v2 will have several …

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 …