Week 30, year 2017
- How I tried to get into game development and failed, part 3 - Final part of my story about game development. First part, second part. Client side load balancing In the previous post, I wrote about performance optimizations. We figured that a single 1 CPU server in Azure could handle up to 600 simultaneous users spread across 3 game scenes (also known as game arenas; each scene takes one OS process). Now we needed a mechanism for distributing the players across multiple servers and game scenes in those servers. [Enterprise Craftsmanship]
- How I tried to get into game development and failed, Part 2 - Part 2 of my story. You can read the first part here. Working on the tank design I wrapped up the previous post by saying that we decided to change the game idea from robots to tanks. We refined our vision of the game. There were going to be multiple tank levels to introduce a sense of progression. When starting up, you’d have a tank with the least amount of health (hit point, HP) and fire power, and proceed to a tank of the highest level. [Enterprise Craftsmanship]