-
I got mentioned on 1up.com for my APB Clothing company, Phafect.
“One of the guys in [the clan] Brute Force, a founder named ‘Eibx,’ he actually has designed t-shirts in the game that he wants to show to people out in the real world. He’s made himself a clothing brand and everything — it’s called ‘Phafect.’ You can check it out at phafect.com, though he just took it down so that he can revamp and put a new site up.” - David Jones
- http://1up.com/do/feature?pager.offset=2&cId=3178866
I must admit, that I’m really proud of both being in the Crew section on http://apb.com and get mentioned by the creators of Grand Theft Auto, in the recently article.
This made my day.
Quick notice. Brute Force, is spelled Broote Force
-
So for some reason my Visual Studio 2010 had a lot rendering problems, I had to maximize and restore the window for it to update. If I hovered over buttons the hover effect would become stuck on the buttons. The text/code would become stuck aswell. Restarting, reinstalling, turning off WPF hardware acceleration wouldn’t help.
Turns out, Mumble’s Overlay was the problem.
Now without any hate on Mumble (it’s a greatĀ open-source cross-platform group VoIP software) turning off the Overlay solved my problem. Well just after a quick Visual Studio restart.


-
So I’ve been working on my Network Library (It’s so much fun), and I’ve tried out the Binary Serialization method I switched to. But sadly I feel like it’s using way to much space for meta data, and since size of the packets is critical when you’re sending about 133 packets/second, I think I’ll switch back to my own serialization method.
But the good thing this time is I’ve come up with a way more elegant system, than my previous system.
- Each model has to ensure it’s own serialization and deserialization
- “High traffic” models can use a simpler format, to lower the size.
- Each model will implement ISerializable, and my network library is in charge of serialization, which means I don’t have to change my client and server logic, only the models and my library.
- I will still have a clean way of manipulating data.
Once I get it up working, I’ll make a post about the size reduction.
I hope this will work out a lot better.
-
I’ll redesign my library so it uses serialization into byte streams, instead of my own JSON like format.
Might not be as lightweight but it will be a lot easier to work with. If it turns out it has a performance problem I’m one experience richer.
Also I need a way to implement a sort of “waiting for response” system, to my library. This will make the handshake state, a lot easier, as well as other parts of the game. This will also mean, every packet per connection will have an unique number, which is extra overhead.
But as a wise man said, Premature optimization is your worst enemy.
-
I’m one very important domain richer.
-
-
I like that we’ve finished our game. Actually that was the only expectation I had, to finish the game. It became fun, not very appealing, but seemed like Thor from IO Interactive liked it. (:
-
It’s harder than I thought..
But we’ll come up with something, I’m pretty sure.
-
Hmm….
-

Peter Molyneux

Peter Molyneux

Peter Molyneux

Stand in for the Culture minister
Peter Molyneux keynote was so freaking awesome, really really cool, down to earth guy.
And there was a live presentation of Natal, which works amazingly good. The voice recognition is truly working, and the shape is recognition system also worked very well.
But as said, Peter is a way more awesome person than I would have thought.
Sadly our Culture Minister didn’t attend, but a stand-in did read her prepared speech, which was nice.
Soon we’re on to the actual game making.