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wildbunny
searching PlanetScale…
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8 ms
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31.
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by
wildbunny
9y ago
https://bitcoin.stackexchange.com/questions/22/is-it-possibl...
32.
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by
wildbunny
12y ago
Cool, but needs candlesticks!
33.
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How to Make a Fast-Paced Multiplayer Networked Game
(wildbunny.co.uk)
1 points
by
wildbunny
12y ago
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0 comments
34.
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by
wildbunny
13y ago
TCP can get you quite far, even in a fast paced multiplayer game, as long as the game is suited. For example, the multiplayer version of asteroids in this article uses TCP sockets: http://www.wildbunny.co.uk/blog/2012&#
35.
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by
wildbunny
13y ago
This article misses the true breakthrough which bitcoin represents which is a trustless , decentralised store and exchange of value.
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Building a bitcoin exchange - what database technologies to evaluate?
6 points
by
wildbunny
13y ago
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5 comments
37.
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Algorithmic trading for dummies - part 2
(wildbunny.co.uk)
2 points
by
wildbunny
13y ago
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0 comments
38.
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Algorithmic trading for dummies
(wildbunny.co.uk)
4 points
by
wildbunny
14y ago
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0 comments
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Article: How to make a Facebook social game
(wildbunny.co.uk)
1 points
by
wildbunny
14y ago
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0 comments
40.
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Understanding binary
(wildbunny.co.uk)
2 points
by
wildbunny
14y ago
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0 comments
41.
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by
wildbunny
14y ago
My retro 2D MMO is one of the first UK projects accepted on Kickstarter :) http://www.kickstarter.com/projects/1375039912/mmoasteroids-...
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MMO Asteroids - no april fool this time
(mmoasteroids.wildbunny.co.uk)
1 points
by
wildbunny
14y ago
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0 comments
43.
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Updating your Flash game across 1000s of portals in one go
(wildbunny.co.uk)
3 points
by
wildbunny
14y ago
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0 comments
44.
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by
wildbunny
14y ago
They have, and it was facebook credits. If that didn't maximise their profits then nothing will.
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A real MMO Asteroids
1 points
by
wildbunny
14y ago
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1 comments
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Implementing a wrap-around world
(wildbunny.co.uk)
1 points
by
wildbunny
15y ago
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0 comments
47.
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The physics behind rolling
(wildbunny.co.uk)
2 points
by
wildbunny
15y ago
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0 comments
48.
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by
wildbunny
15y ago
For those who can't be bothered - the game just keeps playing, with all the players following/attacking etc. I.e - it's fake. Such a shame!
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by
wildbunny
15y ago
Fiddler shows a connection to node.seb.ly on keep alive - not sure if any data is getting sent/received though....
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by
wildbunny
15y ago
Thanks very much :)
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Fun with convex polygons
(wildbunny.co.uk)
39 points
by
wildbunny
15y ago
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12 comments
52.
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How to accept PayPal in games
(wildbunny.co.uk)
2 points
by
wildbunny
15y ago
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0 comments
53.
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Designing a retro pixel-art tile-set
(wildbunny.co.uk)
3 points
by
wildbunny
15y ago
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1 comments
54.
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Vector maths - a primer for game developers
(wildbunny.co.uk)
1 points
by
wildbunny
15y ago
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0 comments
55.
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Accepting PayPal in Flash - a blog post in the works
1 points
by
wildbunny
15y ago
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0 comments
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I want to help fellow developers - free promotion
(wildbunny.co.uk)
2 points
by
wildbunny
15y ago
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0 comments
57.
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by
wildbunny
15y ago
Its getting there slowly - the problem is traffic, as you rightly identified earlier. Its slow to build, takes a lot of time and effort. The spikes from posting on reddit never last, so its either a question of constantly writing quality co
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by
wildbunny
15y ago
Its no simple matter; its a full time job for at least 6-15 months, with a team of between 2-80. For example, when I worked at SCEE we ported Little big planet to PSP from PS3, and that was 14 months with 40 odd people full time. It can be
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Ultimate CSS3 gradient generator
(colorzilla.com)
1 points
by
wildbunny
15y ago
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0 comments
60.
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by
wildbunny
15y ago
If you're interested you can see my traffic graph here: http://www.wildbunny.co.uk/blog/2012/01/19/blog-micro-transa... Its the top graph. I post a lot to reddit, which is where those spikes come from. So far I haven't managed to post a p
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