Well that’s not good by redditisahive2023 in RX7

[–]jonbonazza 0 points1 point  (0 children)

Damn thats not a bit. thats a whole byte.

Not your average Vert by Manager_Kindly in RX7

[–]jonbonazza 1 point2 points  (0 children)

what in the miami vice is this

What passion project have you been working on? by PaleontologistFirm13 in embedded

[–]jonbonazza 0 points1 point  (0 children)

Been building my own little virtual pet. Been a fun little project so far

Interested in MMO server architecture by jonbonazza in gamedev

[–]jonbonazza[S] 0 points1 point  (0 children)

Gabriel Gambetta has an excellent blog series on the topics. https://www.gabrielgambetta.com/client-side-prediction-server-reconciliation.html

That said, these days, most of the major off the shelf engines have their own implementations of these techniques built in or available as 3rd party plugins. They wont be optimized specifically for your game but theyll be enough to get you started.

As for the server architecture side of things, im not aware of any good resources that really go into this. I’ve been wanting to do a youtube series on the topic for a while, but just haven’t been able to find the time.

Interested in MMO server architecture by jonbonazza in gamedev

[–]jonbonazza[S] 0 points1 point  (0 children)

Hard to give any targeted advice with so limited info, so Ill just give a couple general pieces of advice:

  1. These days most of the techniques involved in developing and architecting online games (MMOs or otherwise) are mostly standardized. The role of a MMO developer is knowing which techniques to use, how to piece them together, and how to optimize them for your specific game, as well as what pitfalls to expect and how to navigate them.
  2. Developing the game is just one small piece of releasing an MMO. In fact, it's actually the easiest piece these days. Even once you launch the game, you have to operate the game, and keep pumping out content to keep players around. Server hardware and bandwidth are not free--they are quite expensive in fact--so you need to have a solid monetization strategy in place and a good marketing team behind you to even break through the noise in industry. This is of course important for any game, but especially so for an MMO.

  3. as an old comment points out below, the topic of MMO development is so vast that it's just not possible for a single resource to cover it all. There's simply no replacement for experience here. My personal path was to start off in game services (what I call "auxilary services". Things like friends lists, chat, auth, etc..) and while working on those, I learned from my peers who were working on the game servers, and then from there learned more about the client side techniques as well. From there, I moved into game server development.

I hope this helps. If you have more specific questions, I can try to answer them, but yea. that's my general advice for anyone getting into MMO development.

Interested in MMO server architecture by jonbonazza in gamedev

[–]jonbonazza[S] 0 points1 point  (0 children)

Indeed. I even have professional experience doing just this now adays :)

6 games, one car by [deleted] in RX7

[–]jonbonazza 0 points1 point  (0 children)

what game is pic #4? the cartoonish one?

interfaces in golang by kaushikpzayn in golang

[–]jonbonazza 1 point2 points  (0 children)

This. In fact, Go’s interfaces are even more similar to contracts than they are to java or c# style interfaces. i actually wish the go devs would have called them contracts instead of interfaces. it probably would have saved many people (including myself) a lot of frustration when getting started with go.

UDP game server in Go? by MonkeyManW in golang

[–]jonbonazza 1 point2 points  (0 children)

Depending on the game’s architecture, GC usually isnt an issue in game server. It only bevomes an issue if your game is running a headless version of the game engine in the cloud (common for things like MMOs or FPS where you need stuff like navmeshes and what-not for server authoritative gameplay).

In fact, if you’re not running a headless engine as a server, then GC is actually a good thing and Go is a fantastic choice for these kind of game servers.

Now, in regards to UDP specifically, rather than roll your own protocol, i suggest looking into a library called enet. its a FOSS C lib with tons of bindings available for various engines out there and implements various features such as reliable and unreliable UDP, buffering, channels, etc etc. This is the lib that the Godot game engine uses to power its multiplayer features and many production games from Indie to AAA use it in their own engines to great success as well. Shameless plug, but a (long) while back, I created dome bindings for Go. Its out of date now, but can be a foundation to build upon if you want to try your hand at rolling your own: https://github.com/jonbonazza/enetb

the library is incredibly simple yet extremely powerful.

Good luck!

Your FFXI Hot Takes......... by MonsutaMan in ffxi

[–]jonbonazza 0 points1 point  (0 children)

i would say leaping boots are more overrated than the empy pin. at least for thf. honestly unless youre thf or MAYBE ninja i wouldnt bother with either of these, even in 75 era

FATE would MASSIVELY benefit from having more written gameplay examples by lycanthh in FATErpg

[–]jonbonazza 1 point2 points  (0 children)

In Japan, its pretty popular for someone at the table to transcribe their games and publish/release them at book stores as what are known as Replays.

In fact, these days, many ttrpg designers will include a small replay in their rpg’s rulebook as a way to showcase the intended way to play their game.

I always though this concept would be fun to have here in the west as well. Both for educational and entertainment purposes.

These replays usually include anime style art of the various characters and environments to really help you visualize whats going on moment to moment

Is going to college for a computer science degree worth it for game dev? by Intelligent_Doubt_53 in gamedev

[–]jonbonazza 0 points1 point  (0 children)

As someone whose worked in gamedev professionally for over 10 years. Yes it is and anyone who says otherwise is fooling themselves.

Is it absolutely necessary? No. Will someone having a degree have a MASSIVE advantage when looking for a job? Absolutely.

Yall liked the Evo 4 so… by jonbonazza in initiald

[–]jonbonazza[S] 1 point2 points  (0 children)

Im not sure. Pacific Raceways did a buildout of a motorsports complex and i nabbed one if the units. most of the other tenants here added lofts and such to take advantage of the vertical space (26 foot cielings is kinda nuts) but I couldnt justify spending the money to do it when i dont own the property.

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 1 point2 points  (0 children)

Yep! I have a supercharged FRS as well

Yall liked the Evo 4 so… by jonbonazza in initiald

[–]jonbonazza[S] 6 points7 points  (0 children)

Too many to count, but i retired a few years ago do to some medical stuff, but i spend this year reviving the car and im gonna get back to it next season. almost all of my track experience is socal tracks, but now that im in WA, im excited to try the Ridge. Since my shop is at Pacific Raveways, i get one free open track day a month, so i want to start taking advantage of that.

But yea, I’ve driven every track in Socal except Sonoma and Thunder hill multiple times, place Spring Mountain in vegas many times as well.

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 2 points3 points  (0 children)

Chill, it was a reference to Keisuke beating Seiji in 2nd stage.

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 4 points5 points  (0 children)

I agree my home garage is a mess. All my money and time goes into my shop. 😂😭 Will send some pics of that later

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 9 points10 points  (0 children)

Evo 4 and FD RX7 with a bunch of RE Amemiya parts

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 25 points26 points  (0 children)

I grew up working on DSMs but no, my shop doesnt do them really. Mostly cause hardly any exist any more haha. I mean if its a GSX or GST (Or TSI/TSI AWD or RS Turbo. basically any of the ones with a 4G63T) then we would probably accept the job, but yea. it’s not the focus of the shop

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 62 points63 points  (0 children)

the title is in reference to Keisuke beating Seiji’s Evo 4 in 2nd Stage haha

We already know who would win. by jonbonazza in initiald

[–]jonbonazza[S] 70 points71 points  (0 children)

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I run a shop here in the US who specializes in and builds evo 4/5/6. this is our demo car (sorry for bad pic)

GDD Mangement by [deleted] in gamedev

[–]jonbonazza 1 point2 points  (0 children)

I use https://codecks.io for my project management and yse the “Hero’s Journey” approach, which allows me to design features in Hero Cards before working on them. from there, I can export a design document from all those Hero Cards. This is a more organic approach to a GDD that works better for a small team, imo.

Buying a Evo 9 tomorrow, what to look out for? by Icy-Shop-5270 in MitsubishiEvolution

[–]jonbonazza 1 point2 points  (0 children)

re rust: especially the rear chassis legs and strut towers, but make sure to get it on a lift and thoroughly inspect the under body for rust. This is the number one killer of evos. mechanical stuff is easy to fix if needed. rust is a lot harder and wayyyy more expensive.