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Assorted Rants Tagged ‘Client’, page 2:

Game Graphics 101: 2D Animation, Sprites, Double and Triple Buffering

Quote: “If you’re using double buffering AND perform buffer swap in sync with the V-Sync signal, your monitor will show your game just as a movie projector with shutter would show a cartoon in the cinema”
Another Quote: “I’ve seen a pretty minimal 2D engine written from scratch at a cost of 4-6 person-weeks”
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Game Graphics 101: Static 2D (Vectors/Rasters, Color Spaces, 2D Anti-Aliasing, etc.)

Quote: “when trying to scale vector image to VERY small pixel sizes – you might get problems”
Another Quote: “Internally, JPEG uses a close cousin of a Fourier Transform, which works over 8×8 pixel blocks.”
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War on Clones, Part II. Identifying Mobile and Browsers. Social and Payment-Based Identification. Putting it all together.

Quote: “as much as iOS is a device identification nightmare, Android is a device identification paradise.”
Another Quote: “Everybody makes occasional mistakes, cheaters/abusers included.”
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War on Clones, Part I. IP-based (non-)Identification. Identifying PCs and Macs

Quote: “NEVER EVER use IPv4 for long-term bans”
Another Quote: “If using MAC addresses to identify devices, you SHOULD gather stats on repeating MAC addresses within your DB”
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Unity 5 vs UE4 vs Photon vs DIY for MMO

Quote: “You can still use HLAPI despite its shortcomings”
Another Quote: “If you’re using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.”
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MMOG: World States and Reducing Traffic

Quote: “In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)”
Another Quote: “Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)”
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