write "5 alien species" on the box, and then let the others be a surprise.

On Tue, Jul 31, 2012 at 12:02 AM, Stephan Bruny
<the.deathg...@googlemail.com> wrote:
> As far as we know we are the only intelligent (whatever this means) species
> in our galaxy, that is much bigger than 8000 lightyears (it's 100,000ly to
> 120,000ly according to my astronomy book).
> So I think 5 species in one little dwarf-galaxy is a lot!
>
> Am Sonntag, 29. Juli 2012 19:02:51 UTC+2 schrieb Dominic:
>>
>> the only thing crazy about this idea is the low number of alien
>> species, I mean,
>> only 5 across 8000 light years?
>>
>> On Sat, Jul 28, 2012 at 6:52 AM, Robert L <blk.rab2...@gmail.com> wrote:
>> > Hi, everybody
>> >
>> > I'm developing a NodeJS addon which is target as a high concurrency tcp
>> > ipv4/v6 server.
>> > I use pthread and epoll to implement the framework, and the performance
>> > seens very good.
>> > Maybe I will announce it in days, and its already months of work.
>> > I want to add support of client connection ability to it before the
>> > announce.
>> >
>> > After that, I plan to add a serviceHandler method(in c/c++ addon way),
>> > for
>> > people using it, to implement their protocol/service of their usage.
>> > And it can run on pthread, although performance gain by pthread is not
>> > very
>> > good, but it still works.
>> >
>> > I would like to know how many concurrency connections and requests per
>> > second do people expect? and for a mmo server?
>> > There is people claim to achieve 140k requests/sec, is it good enough?
>> >
>> > Thanks
>> >
>> > *This is my first post here :)
>> >
>> >
>> > Stephan Bruny於 2012年7月27日星期五UTC+8下午3時38分49秒寫道:
>> >>
>> >> Lua is as capable as any other language ;)
>> >> And yes, it is faster when it comes to matrices because of its well
>> >> designed table-approach.
>> >> But it suffers from the same limitations as all dynamic languages do.
>> >> Doing all the calculations within Redis wouldn't speed up the system.
>> >> BUt
>> >> it's a nice idea for another project, to make a completely data-driven
>> >> game
>> >> that is calculated on the database...
>> >>
>> >> My idea so far is NodeJS doing all I/O-Stuff from/to the clients. This
>> >> will be fast as hell.
>> >> The procedural algorithm that calculates the galaxys geometry and
>> >> physics
>> >> will be running in another C-Process that can emit events.
>> >> So Node will contain Networking-Routines and Game Logic.
>> >>
>> >> In an MVC (that I might choose for architecture) context Node would
>> >> represent models and controllers.
>> >> The C-Process would be a special model bound to the workflows within
>> >> the
>> >> Node-Application, and the client contains views only.
>> >>
>> >> I'm not sure about the design of the C-Process - wether it's a library
>> >> running it's own thread or and independent program communicating via
>> >> binary
>> >> protocoll or even another server?
>> >> I like to keep things as simple as possible and as small as possible.
>> >> So a
>> >> simple (threaded) C-Library would be my favourite choice.
>> >>
>> >> The next problem is the galaxy-algorithm itself. It will include
>> >> techniques like Octrees, Level Of Detail, Cellurar Noise and Perlin
>> >> Noise.
>> >> Alltogether mixed up with phyical, chemical and other parameters.
>> >>
>> >> So I guess my math teacher was right when he said, I will regret
>> >> quitting
>> >> so many math-classes :-D
>> >>
>> >>
>> >>
>> >> On Friday, July 27, 2012 4:24:03 AM UTC+2, Johnny Honestly wrote:
>> >>>
>> >>> Is Lua capable of this? If so you can stream between Node.js and
>> >>> Redis,
>> >>> which has Lua scripting built in, and run your scripts right on your
>> >>> data.
>> >>>
>> >>> Curiously, the site says your scripts shouldn't be functions tho
>> >>> http://redis.io/commands/eval
>> >>>
>> >>> Is this your side project?
>> >>>
>> >>> On Wednesday, July 25, 2012 12:26:56 PM UTC-7, Stephan Bruny wrote:
>> >>>>
>> >>>> If you don't call me crazy then you are!
>> >>>> Some years ago I've been a game developer (NDS, PC, XBOX 360) but now
>> >>>> I
>> >>>> earn my bucks with web development like most of us I guess?
>> >>>> I used NodeJS for middleware, small websites and applications within
>> >>>> service-environments and it always proofed to be blazing fast.
>> >>>>
>> >>>> But now comes the time to make a game again. A real huge thing. An I
>> >>>> mean huge ;)
>> >>>> Maybe some of you know what I mean when I say "Shores of Hazeron".
>> >>>> It's a mixture between (MMO)RPG, simulation and strategy within a
>> >>>> whole
>> >>>> galaxy that is simulated on the server side.
>> >>>>
>> >>>> To make a short version of my idea:
>> >>>> The game simulates an entire dwarf-galaxy (about 8000 light years)
>> >>>> where
>> >>>> we put like 5 alien races.
>> >>>> The player has a lot of crafting abilities, can build houses, invent
>> >>>> technology, etc. to finally build a rocket flying to the moon(s)
>> >>>> orbiting
>> >>>> his home world.
>> >>>> The player's race might colonize it's solar system and head for
>> >>>> intergalactic travelling and maybe meet one of the other races...and
>> >>>> then...phew phew phew. ;)
>> >>>>
>> >>>> You might expect a game design document, but I'm working as a product
>> >>>> manager within an agile team, and I'd say, as long as I don't need to
>> >>>> sell
>> >>>> something to a publisher, I can keep it agile from the idea to the
>> >>>> implementation.
>> >>>>
>> >>>> Technically there are some hard rocks to break.
>> >>>> Rendering a galaxy from the thousands of lightyears down to the
>> >>>> insects
>> >>>> on a little plant is a very tough task.
>> >>>> Using procedural algorithms is the way to go (using a highly modified
>> >>>> version of a noise algorithm). And this technique is pretty much 1984
>> >>>> -
>> >>>> implemented in the game Elite.
>> >>>> But procedural algorithms might also be a problem within NodeJS
>> >>>> because
>> >>>> of blocking?
>> >>>> It would also be very interesting to have a RESTful interface for the
>> >>>> client side.
>> >>>> A blazing fast storage system is also needed. I wanted to use Redis
>> >>>> for
>> >>>> this. But maybe there is something more JS-Like?
>> >>>>
>> >>>> I know there are some demos around there with similar ideas (like the
>> >>>> infinity space game). But it's not exactly what I want, because I
>> >>>> really
>> >>>> never care about graphics, but about game play.
>> >>>> And I want to make a game where the player is pretty free, never
>> >>>> bored
>> >>>> and where the game changes according to the actions of its players.
>> >>>>
>> >>>> I'd like to hear your suggestions. (But please don't tell me that it
>> >>>> will be hard or impossible - it never is impossible, but always hard,
>> >>>> I know
>> >>>> that :-D)
>> >>>> Maybe you might even like to join me and support the game with your
>> >>>> ideas and/or your coding abilities.
>> >>>> We'd open up a forum or something for communication and project
>> >>>> management maybe.
>> >
>> > --
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