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xybersurfer
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Comments by "xybersurfer" (@xybersurfer) on "The Daily Blob" channel.
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HydroEpicGames HTML is not a programming language
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i would never have guessed that you have asperger. you seem so sociable
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the annoying thing is that databases don't really notify about changes (i wouldn't do anything with database triggers because that's not what they are for). in the ideal case i would have the web server update the database to make the player banned. then i would have the web server notify the game server that it needs to kick the player or "poll" the database once. on the other hand this creates a dependency for 2 systems that were separate, you could lessen this a bit by making it possible to ban players if the game server is not online. i also don't think continuous polling is that wrong. if you retrieve all the banned players in one go it might not be too bad. on the other hand, it creates some overhead and it may require that you change your server to actively do things if it wasn't already instead of just responding to requests. i personally wouldn't go for polling unless it's a bit impractical to notify the game server from the web server
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iWubEvery1 i think that's his point about classes. i would expect classes to be distracting to beginners
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i wouldn't leave the decision of whether a player is banned up to the client side. because they can do whatever they want with their client. i would leave this decision on the server side. you could have your clients connect to the same server as the admin web interface and fire an event at the server fire when the admin changes something. maybe the even just means the server has to poll the database or maybe the event is more specific and contains all the information (endless possibilities). this complicates things but i think its the right way. but only you can decide what is more practically and worth your time. i think it depends on the reason why you are creating your game (to learn something, proof of concept etc...) for communication i would say whatever is easier. i use a lot of JSON in my protocols. i find it fast enough. and if it isn't i will start to optimize it. just don't start optimizing things pre-maturely. that's the real evil. it complicates code and wastes development time. keep things as simple as possible. i wouldn't worry about others being able to read the messages because even binary is not safe. even real time is usually not actually real time. there are all kinds of tricks games use to make things look real time
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WMTeWu the problem with GUI applications is that the flow of the program is not obvious (what code is the application executing when i don't trigger any events?). this had me extremely confused when i was starting out. but i do agree a bit that the command line can be demotivating. it's a trade off between simplicity and visual satisfaction. i think that giving beginners a taste of how they can use the same code in a GUI application once should be enough. i still think it's better to keep things simple and manageable for the user.
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LapX i don't think there is necessarily something wrong with OOP. it's more that i don't like it when beginners are shown things that are not explained. it's harder to learn something that way. a lot of OOP languages force you to put everything into Objects. i think this is one of the places C++ shines as a teaching tool
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no, don't start with a web language, because you will keep running into CSS (the web formatting language) issues once you start to want to do a bit more, because browsers don't always format things the same (especially Internet Explorer). and PHP is ugly. try C# or C++ - C# is easier - C++ is faster and is a systems programming language (can program operating systems and drivers, aircraft etc in it) - C++ teaches you more a bit more about the bare metal - C# also can be used to program webpages using ASP.NET (like PHP) - (the best/easiest IDE/Debugger/GUI designer) Visual Studio was made to work well with C# - C# allows you to get things up and running faster - C# the .NET libraries that come with C# are easier to use than the libraries that come with C++ - C# is basically a microsoft language so you get a bit stuck in the microsoft ecosystem (third party IDE's are not too great for it, and non microsoft tools tend to not work as smoothly) - the list goes on obviously... (Debuggers allow you to see what's happening in your program one step at a time) (IDEs allow you to edit compile and debug from within the same program) (GUI = graphical user interface. the part of a program the user sees and interacts with) i would begin with C# for an easy start. there is also JAVA which is very similar to C#, but given the choice, i would go with C# due to Visual Studio and the easier to use .NET libraries that come with it. everyone knows Visual Studio really is the best environment out there (i'm not just making it up). i would learn about Object Oriented Development regardless, because this concept comes back in C++ C# JAVA and most other commonly used languages.
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