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  How to get a job as a network game programmer  (Read 2305 times)
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Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Posted 2007-08-16 21:21:23 »

...or, at least, my personal take on it Wink.

http://gamecareerguide.com/features/403/how_to_become_a_great_network_.php

malloc will be first against the wall when the revolution comes...
Offline moogie

JGO Knight


Medals: 12
Projects: 6
Exp: 10 years


Java games rock!


« Reply #1 - Posted 2007-08-16 22:20:28 »

Not bad Smiley

I would have probably liked to have seen more detail but from the sounds of it, detail will come with later additions with the developing the game examples.

Also, (dont take this personally Tongue) I must admit i was half expecting the article to be less welcoming as your posts here are sometimes not exactly friendly.
Offline Mr_Light

Senior Member


Medals: 1


shiny.


« Reply #2 - Posted 2007-08-17 09:12:23 »

just because you see a strong reason for improvement, doesn't mean you can ignore the current state of affairs.

It's harder to read code than to write it. - it's even harder to write readable code.

The gospel of brother Riven: "The guarantee that all bugs are in *your* code is worth gold." Amen brother a-m-e-n.
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline Kova

Senior Member





« Reply #3 - Posted 2007-08-18 07:05:38 »

nice article, can't wait for other parts!
Offline CommanderKeith
« Reply #4 - Posted 2007-08-18 08:05:45 »

Yes, great article Adam!  Smiley

So how much of your time is spent doing the client-side code that compensates for lag, making things look smooth and sync'ing the game world and how much of your time is spent doing server-side stuff like making sure everything is scalable, getting the hardware working, managing database stuff, and all that?  Or are there other things that you mostly work on?


Offline keldon85

Senior Member


Medals: 1



« Reply #5 - Posted 2007-08-18 08:43:11 »

Great article!

Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #6 - Posted 2007-08-19 15:14:50 »

I would have probably liked to have seen more detail but from the sounds of it, detail will come with later additions with the developing the game examples.

There's just one other part, due to go up in a couple of days time (they decided it was a bit too long for one post ... I'm living up to my username here).

If you want to know more after that one, feel free to bug me with specific questions, and I'll have a go at answering them Smiley. If you have lots, I might just write a long blog post instead of doing them one by one though.

Quote
Also, (dont take this personally Tongue) I must admit i was half expecting the article to be less welcoming as your posts here are sometimes not exactly friendly.

Yeah, I'm often too lazy to write things out properly on JGO Wink. EDIT: I'm not *that* spiky...

malloc will be first against the wall when the revolution comes...
Offline blahblahblahh

JGO Coder


Medals: 1


http://t-machine.org


« Reply #7 - Posted 2007-08-19 15:16:29 »

So how much of your time is spent doing the client-side code that compensates for lag, making things look smooth and sync'ing the game world and how much of your time is spent doing server-side stuff like making sure everything is scalable, getting the hardware working, managing database stuff, and all that?  Or are there other things that you mostly work on?

Good questions. Personally, mostly the server stuff, because that's where I have more experience than most people. Ask me again next year Smiley when we've had our specialist network team long enough to have done a lot of games.

malloc will be first against the wall when the revolution comes...
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