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martyj

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Blog Comments posted by martyj

    Leadwerks 5 Beta Rollout

    14 hours ago, jen said:

    I would think there will be an option to pay for your subscription through PayPal. You can either get a PayPal prepaid card or a Prepaid Visa card from stores with cash. You will be able to use those online to purchase goods and services. 

    Minecraft's early days got kind of ****ed by pay-pal. They had a cash withdraw limit.

    You could do your own credit card processing and subscription through Stripe.
    https://stripe.com/

    It's fairly easy to implement. Fees are only like 3-5%.

    Website refresh and Leadwerks 5

    Does the enterprise version include source code? Or is that no longer an option? Is this also a yearly license?

    I like the idea of a subscription. Granted it will cost me more overall, but I think it will allow for more updates to the engine. Would allow you to grow leadwerks better.

    I'm super excited about multi-threaded support. I know asset loading is a frustration section for me as it locks up the UI.

    I'm also super excited about the idea of plugins and open source support. 

    As far as SharedPointers, will there be a backwards compatibility API for legacy code? My source is getting pretty large TBH, it would be difficult to replace everything to shared pointers that interacted with Leadwerks specifically. Which is why I haven't really adopted the Actor class as well.

  1. I use golang for the server side networking aspect.

     

    Ruby on Rails for the application data

     

    C/C++ for the Client with plans of migrating client networking to Golang.

     

    The end user doesn't touch the Ruby on Rails stuff. Although if you want to browse an old public data aspect of the games data you can visit it here: http://data.worldfactions.net/

     

    It's a few months out of date and I haven't bothered to fix images yet as it hasn't been released to the public yet.

  2. @Aggror MySQL is the database I use with Ruby on Rails. The database is not the bottlekneck in performance. Ruby is generally slower than other frameworks, the idea is that hardware is cheaper than development hours.

     

    As far as Mongo, be careful using mongo. If you don't use it the way it is intended to be used, it will destroy performance. I personally look at Mongo as like an API caching data layer, not a database itself.

     

    @Rick

    The major benefit I would say is easy of querying. Instead of my game having to SQL queries, everything is in a list or a hashmap. All the related items are already generated so the game has the best performance. It does add an extra step as far as changing things.

     

    To add a quest I have to insert the items in the database (much like sqlite), then run a script to generate the native code, copy over the native code, then recompile.

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