25 May 2019

Writing commits

History / Edit / PDF / EPUB / BIB / 1 min read (~85 words)
software-development processes
  • One liner describing what changed (not period terminated)
  • A few lines describing in more details why things changed
  • GPG signed commit

  • Separate subject from body with a blank line
  • Limit the subject line to 50 characters
  • Capitalize the subject line
  • Do not end the subject line with a period
  • Use the imperative mood in the subject line
  • Wrap the body at 72 characters
  • Use the body to explain what and why vs. how

29 Dec 2018

Factorio

History / Edit / PDF / EPUB / BIB / 1 min read (~136 words)
games

An initial seed is computed and stored in the game save file
Based on this seed, the world is pseudo randomly computed, using a certain chunk/block/tile size (e.g., 32x32, 128x128)
The world map is only generated on-demand, that is, as far as the player can see
When a new chunk is discovered, its blocks are computed and persisted in the save file
If there are no active components in a chunk that is not visible, the game will obviously not render it, it will only simulate it (position, item, velocity, etc)
Certain thing, for instance alien types and alien base size, may only be computed once they are observed. At first, maybe only a location anchor will exist to indicate where they should spawn, but the rest will be generated only when needed.

29 Dec 2018

League of legends

History / Edit / PDF / EPUB / BIB / 1 min read (~66 words)
games

Client/server
Per region servers
Login/authentication server
Lobby server
Store server

  • buy champion/runes
    Transfer player from lobby to game server
  • champion selection
  • spectators
    Per game server
  • Coordinates all 10 players within the game
  • controls game events dragon/baron/npc/player gold
  • compute damage
  • end game lobby
    Game client
  • Display animations
  • play game state according to server
29 Dec 2018

Starcraft

History / Edit / PDF / EPUB / BIB / 1 min read (~60 words)
games

Authentication/Login server
Per game server

  • compute damage simulation
  • in game chat
  • decide game victory
  • returns end game stats for ui (or done client side?)
    Game client
  • display game ui
  • play animations
  • send commands to game server
    Local backend
  • record game
  • compute game simulation
  • communicate game state to game client
29 Dec 2018

Minecraft

History / Edit / PDF / EPUB / BIB / 1 min read (~94 words)
games

An initial seed is computed and stored in the game save file
Based on this seed, the world is pseudo randomly computed, using a certain chunk/block/tile size (e.g., 32x32, 128x128)
The world map is only generated on-demand, that is, as far as the player can see
When a new chunk is discovered, its blocks are computed and persisted in the save file
If there are no active components in a chunk that is not visible, the game will obviously not render it, it will only simulate it (position, item, velocity, etc)