Organised Nonsense: #60 -#SKATE4LYFE

January 28, 2017 no comments Posted in Uncategorized

We talk about Yakuza, JoJo, Anime and Kevin talk for once?

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PlayPlay

Ramble: OK GO

January 3, 2017 no comments Posted in Uncategorized

Here’s the deal, I’ve got a list of videos to share with you. Sometimes I’ll remember something tangentially related to said videos. So you’re getting those as well.

If you’re short on time, the best OK GO videos are at the bottom. Let us begin.

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Netcode explained

November 21, 2016 no comments Posted in Uncategorized

Netcode is a blanket term for anything that somehow relates to networking in online games; netcode is a term most commonly used by gamers when discussing synchronization issues between clients and servers. The actual elements of a game engine that can cause so-called “netcode issues” include, among other things, latency, lag compensation or the lack thereof, simulation errors, and network issues between the client and server that are completely out of the game’s hands. Netcode as a term tends to be used only in the gaming community, as it is not recognized as an actual computer science term.

 

Netcode is not a term used by the people that make games, but rather the people that play them. It says a lot about public knowledge of networking in video games when the public invents its own term for it,
the technology and techniques that make multiplayer possible might as well be called “black magic”. So, hopefully, I can clear some things up too much without being too cursed by my limitless knowledge 😉

 

Before I dive into how game engines make multiplayer work(and not work), I’ll introduce describe a small bit about what an engine actually has to do.

The job of a game  engine is to provide game developers with a framework to construct 2D or 3D worlds to their liking, Game engines render animated models and other geometric information into those worlds with realistic-looking physics quickly, filter out heaps of unnecessary work, distribute that work to processor cores, and keep all players in a multiplayer game on the same page, which can be difficult when you have to consider that player latencies can range and spike from 1-1000ms and that hackers are like hawks looking for ways to exploit and break your games.

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My Top Three Yu-Gi-Oh! Decks

October 14, 2016 2 comments Posted in Uncategorized

 

Introduction

Yu-Gi-Oh!, as you probably know, is a fairly big thing. Released in 1996, the monster-battling Japanese TCG essentially took the world by storm upon its release, and has been ranked by the Guinness World Book of Records as the world’s biggest-selling card game. The manga off which it is based is written isn’t too bad. There’s also an anime, which I won’t be getting into, because I’m in a pretty good state of mind right now and I don’t want to ruin it.

I myself have been playing the card game since I was around six, and I like to think I’m not too unskilled at it, having played both casually and competitively (online, of course, because, while I love this game, it can be expensive as hell) for a fairly long time.

Anyways, getting to the point – my favourite decks. Yu-Gi-Oh! has an absolutely massive amount of cards available at the moment, and so, the amount of themes and variants with which one can build a deck is enormous. In this post, however, I’m only really looking at archetypes – that is, cards which share a name or directly involve each other with regards to their effects, working together to achieve victory a certain way.

So, here’s my picks… (more…)