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<?xml-stylesheet type="text/xsl" href="../assets/xml/rss.xsl" media="all"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Blindly Coding (Posts about Essential Shape of Games)</title><link>http://ahicks.in/</link><description></description><atom:link href="http://ahicks.in/categories/essential-shape-of-games.xml" rel="self" type="application/rss+xml"></atom:link><language>en</language><lastBuildDate>Tue, 01 Oct 2024 20:37:50 GMT</lastBuildDate><generator>Nikola (getnikola.com)</generator><docs>http://blogs.law.harvard.edu/tech/rss</docs><item><title>My Thoughts on The Essential Shape of Games Part 2: Quantifying the Problem For MMOs</title><link>http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-2/</link><dc:creator>Austin Hicks</dc:creator><description>&lt;div&gt;&lt;p&gt;NOTE: this is old, and I no longer stand by the design in these posts for a variety of reasons.&lt;/p&gt;
&lt;p&gt;In &lt;a href="http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-1.html"&gt;part 1 of this series&lt;/a&gt;, I gave a proposal for what a framework for implementing most types of games might look like.  In that post, I promised a part 2 in which I attempt to quantify the size of MMOs in terms of the framework.  Here it is.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-2/"&gt;Read more…&lt;/a&gt; (11 min remaining to read)&lt;/p&gt;&lt;/div&gt;</description><category>Essential Shape of Games</category><category>MMO</category><guid>http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-2/</guid><pubDate>Wed, 16 Jul 2014 12:00:00 GMT</pubDate></item><item><title>My Thoughts on The Essential Shape of Games Part 1: What is the Essential Shape of a Game?</title><link>http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-1/</link><dc:creator>Austin Hicks</dc:creator><description>&lt;div&gt;&lt;p&gt;NOTE: this is old, and I no longer stand by the design in these posts for a variety of reasons.&lt;/p&gt;
&lt;p&gt;My quest for an MMO is leading me down all sorts of interesting avenues, most recently Libaudioverse and self-taught digital signal processing.  While Libaudioverse is my top priority project at the moment, I am still devoting a non-negligible amount of thought to some core issues with game programming.&lt;/p&gt;
&lt;p&gt;One of these is how one might go about making a game system that has three essential properties: network friendliness, developer friendliness, and flexibility.  Spurred on by a design pattern called the &lt;a href="http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/"&gt;Entity Component System&lt;/a&gt;,
my brain began to generate ideas specifically aimed at MMOs, and for a while it seemed that an Entity Component System was the silver bullet.
But I no longer think it is, at least not by itself.&lt;/p&gt;
&lt;p&gt;And I wasn't even asking the right question.  The question I should have been asking is this: leaving aside network issues for the moment, is there some structure that seems to encapsulate most or all games?  The answer seems to be possibly, but I have yet to implement it.&lt;/p&gt;
&lt;p&gt;Herein I share my thoughts on what the structure might be.  &lt;a href="http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-2.html"&gt;Part 2&lt;/a&gt; defines the problem in terms of an MMO and part 3 will talk about the options for actually getting this up and running.  But first, we need to define the structure.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-1/"&gt;Read more…&lt;/a&gt; (11 min remaining to read)&lt;/p&gt;&lt;/div&gt;</description><category>Essential Shape of Games</category><category>MMO</category><guid>http://ahicks.in/posts/series/essential_shape_of_games/essential-shape-of-games-1/</guid><pubDate>Tue, 01 Jul 2014 17:30:00 GMT</pubDate></item></channel></rss>