PHP is a tragic choice for a full blown game server. It's good for a website backend.server side to PHP.
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Myzreal
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Re: The Ghost of Christmas Future, II
Paste me to get hacked: http://a/%%30%30
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Granger
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Re: The Ghost of Christmas Future, II
You can use PyPy as runtime to have it faster (thanks to JiT - compared to CPython), and at the end profile and convert the critical sections to a compiled extension (C or RPython or whatever works for you).sabinati wrote:python is great for learning how to code, but it isn't as fast, performance wise, as cYarPirate wrote:Thanks. I've never heard of Lisp before. Going to look that up now.
I was warned away from Python :p. And that PHP is what I should use server side.
For concurrency stackless is very interesting, EVE-Online relies on (and is happy with) it for their servers.
See also: http://eev.ee/blog/2012/04/09/php-a-fra ... ad-design/ or just google 'php sucks' and read some of the first hits.nobody should use php for applications, it's at best a template engine, and the things it is at worst shouldn't be said in public
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: The Ghost of Christmas Future, II
I've posted about it elsewhere, but the original reason was because of Java Web Start -- which, of course, I'm now regretting with Oracle's certificate faggotry. Since then, however, I have very much come to appreciate some of Java's platform-independent features -- in particular, the way it can load new code in a platform-independent manner. That would be fairly laborious to implement in a language such as C or C++. I guess it would work well in Lisp, but I'm not sure I consider SBCL's compiler good enough to write a game client with (though I'd be happy to be proven wrong).VDZ wrote:That's peculiar. Not the hate towards Java, that makes 100% sense, but why the hell is the client in Java if loftar hates Java?
Generally, my opinion of Java is that the VM is pretty nice (though it's not as if I couldn't find things to complain about if you wanted me to), but that the language sucks.
The toolbox analogy was a pretty good description of PHP, yes. It's not so much that PHP is unusable or that it's impossible to do things with it, it's just that it's not good for anything.Granger wrote:See also: http://eev.ee/blog/2012/04/09/php-a-fra ... ad-design/ or just google 'php sucks' and read some of the first hits.nobody should use php for applications, it's at best a template engine, and the things it is at worst shouldn't be said in public
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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loftar
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Re: The Ghost of Christmas Future, II
Well, given that Java and C# are pretty much equivalent at their cores, I figure I might as well choose the language that:Potjeh wrote:Why not C#?
- Has the better JIT,
- Has the more well-defined runtime,
- Has a Linux implementation that doesn't suck, and
- Has an ecosystem that isn't Windows-centric.
In particular, I consider myself first and foremost to be using the Java VM before I'm using the Java language, and if I were to be using C#, I would likewise consider myself to be using the CLR rather than C# itself, and the JVM just seems to be so much better documented and defined than the CLR. I've still to find even a reasonable overview of the latter -- precisely like all other Microsoft tech that "isn't meant to be used directly", it seems to be quite obscure and hard to get at.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Oddity
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Re: The Ghost of Christmas Future, II
Searching for exploits is hardly a problem.VDZ wrote:The moment they open-source the server code, people will constantly be investigating it for potential exploits.
The problem is that the community would cease to exist, because instead of there being a single world we all play in, the community would be fractured into dozens of completely worthless servers with only 1 or 2 people online ever. (Protip: Haven & Hearth doesn't work without other players)
Not for a game server, you dummy.YarPirate wrote:I was warned away from Python :p. And that PHP is what I should use server side.
It's beautiful :')borka wrote:https://github.com/boshaw/sbcl-hnh-stuff
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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loftar
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Re: The Ghost of Christmas Future, II
Not for anything, really.Oddity wrote:Not for a game server, you dummy.YarPirate wrote:I was warned away from Python :p. And that PHP is what I should use server side.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Tonkyhonk
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Re: The Ghost of Christmas Future, II
what about these forumsloftar wrote:Not for anything, really.Oddity wrote:Not for a game server, you dummy.YarPirate wrote:I was warned away from Python :p. And that PHP is what I should use server side.
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windmaker
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YarPirate
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Re: The Ghost of Christmas Future, II
Well I am slowly working on the engine at the moment. Still researching the client-server relationship. So thanks for all the info.
C++ and GLFW/GLEW is what I have decided to use, probably OPENAL for audio and all that. About the PHP there was some other language I was supposed to use with it but that's lost in paperwork right now and I can't remember what it was. (organizing things only happens like once a month for me haha).
I'm trying to come up with ideas on how to make a large open world (perhaps even bigger) such as you have done. Im not sure if I should separate the map into pieces and run each piece or group of pieces on separate servers. There are other ways of doing it too. Still trying to decide the best way.
Have any of you guys used the new Unreal Dev Kit?
C++ and GLFW/GLEW is what I have decided to use, probably OPENAL for audio and all that. About the PHP there was some other language I was supposed to use with it but that's lost in paperwork right now and I can't remember what it was. (organizing things only happens like once a month for me haha).
I'm trying to come up with ideas on how to make a large open world (perhaps even bigger) such as you have done. Im not sure if I should separate the map into pieces and run each piece or group of pieces on separate servers. There are other ways of doing it too. Still trying to decide the best way.
Have any of you guys used the new Unreal Dev Kit?
#swag