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buba
searching PlanetScale…
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17 ms
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Ive used deepwiki from devin.ai to document my project and its awesome
(devin.ai)
1 points
by
buba
1y ago
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1 comments
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by
buba
1y ago
It's crazy how good this tool is generating documentation almost live https://deepwiki.com/PRDeving/easy-auth
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buba
2y ago
tbh i'm in the same state, actually working in a PoC architecture to stress the theory ( https://github.com/PRDeving/MMO ). Regarding DBs...MMOs don't rely on them that much, it's safe to have everything i
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MMO Architecture: Optimizing Server Performance with Lockless Queues
(prdeving.wordpress.com)
1 points
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buba
2y ago
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2 comments
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buba
3y ago
Yep, I noticed. It's an interesting approach tho xD
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buba
3y ago
I've some other posts planned about this topic, I don't know when or even if im going to deliver, but you are free to follow the blog and receive the update if I ever do.
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buba
3y ago
to be honest, i know nothing about private WoW servers but i promise i'll check it out! Thanks!
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by
buba
3y ago
yep
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MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
(prdeving.wordpress.com)
234 points
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buba
3y ago
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74 comments
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by
buba
3y ago
Interesting aproach to data ownership philosophy, I/O techniques and source of truth fuckery in MMO-like systems
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How to write a game engine in pure C: Part 3 – The Engine Entity
(prdeving.wordpress.com)
1 points
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buba
7y ago
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0 comments
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Cryptography Library in C++
(github.com)
2 points
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buba
7y ago
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0 comments
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buba
7y ago
yep, i said "get what you wrote" and it's true, if you want your iterations to not get out of range you have to do it yourself, if you want to make a dynamic array you have to do it yourself and if something is not working as
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buba
7y ago
sad, but true
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by
buba
7y ago
yep, I choose C89 for this project because there's no Object/Prototype/Class/overloaded bullshit, you get what you wrote and no more, i think it's easier to understand than any other high level language where you ha
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buba
7y ago
Absolutely, i stick to C89 in this serie for clarity as you said, knowing what a game engine does under the hood is the only point here and C is a self explanatory language by design (even if it can be "tricky" sometimes), Im also
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buba
7y ago
uh, interesting.... C++ tho, but i could port it, i'll give it a glance
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buba
7y ago
this is not about SDL, it's just an easy way to open a window, import assets, handle events and reproduce sound. Would you like to see a tutorial about how to do that in c89 compatible with windows, mac, Gnu/linux, consoles, etc?
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buba
7y ago
good thing this is not an SDL tutorial xD i'll address that things when needed but the project has like 500 lines, don't think that momment is now, to be honest... Anyways, thanks for your support, lovely fellow
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buba
7y ago
my first idea was to use glfw indeed, but i took SDL cause it's easier to set up and it gives me audio, image loading/parsing and input. The project will not stick to SDL anyways, the idea is to use it as a high level API, not to
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buba
7y ago
handmade hero is a piece of art, upvote
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buba
7y ago
interesting, i'd suggest you to follow the blog, iv'e already implemented something like a dynamic array in the first post and will have to implement some other "modern" things in the near future, it's awesome what
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buba
7y ago
true, i'd never do a C89 game from scratch as a profesional project, but this is not a profesional project, it's more like a hobby-academic approach to the lower level of game engine design :D
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buba
7y ago
Just want to explain how things works, i don't know if i'll ever finish this proyect, but if i don't i want the things i did explain crystal clear, i want every concept well presented so every single post in the serie can be
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buba
7y ago
C gives you all control over your machine, there are no obscure libraries, grabage collector or unexpected stuff, if something doesn't work as expected you know you have f cked it up. I'm using C here cause 1st, i like it a lot,
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by
buba
7y ago
Well, the point is to learn how to build an engine with modern capabilities (those that you are supposed to use with C++ like namespaces, methods, ECS architecture, networking...), SDL is just a tool to not having to write the whole window&
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Writing a game engine in pure C: The Graphic Initialization
(prdeving.wordpress.com)
279 points
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buba
7y ago
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120 comments
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How to write a game engine in pure C: Part 1 – State Manager
(prdeving.wordpress.com)
4 points
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buba
7y ago
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0 comments
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Hiding malware in Windows: The basics of code injection
(prdeving.wordpress.com)
36 points
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buba
8y ago
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22 comments
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An approach to ECS architecture in videogames development (C)
(prdeving.wordpress.com)
2 points
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buba
8y ago
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0 comments
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