203 karma · joined September 10, 2010
I too haven’t been active in a long time, but do think about getting back into it now and again as well.
BonusXP, developer of the BAFTA-nominated Stranger Things: The Game, is looking for talented developers to join our team to work on a next-gen multiplayer RPG. We hire programmers who can work in a wide variety of areas and have a passion for games. We currently have openings for a Senior Multiplayer Programmer, a Senior Programmer, and a Mid-level Programmer.
Our studio is founded by industry veterans who have learned the hard way that endless crunch is not an effective or sustainable way to develop quality games. We have an highly-iterative process where everyone is involved in the game design process, including regular playtests of our games under development.
See more details at https://bonusxp.com/#careers
BonusXP, developer of the BAFTA-nominated Stranger Things: The Game, is looking for a talented programmer to join our team. Shipped games, knowledge of C#, and experience with Unity are all pluses, but not requirements. We look for programmers who can work in a wide variety of areas and have a passion for games.
Our studio is founded by industry veterans who have learned the hard way that endless crunch is not an effective or sustainable way to develop quality games. We have an highly-iterative process where everyone is involved in the game design process, including regular playtests of our games under development.
https://bonusxp.com/jobs/ or email jobs@bonusxp.com
If Proton bridges the gap to the point where people are 1) more willing to be on Linux and 2) less willing to deal with dual-booting for the few games that don't work without it, then maybe the number of Linux-exclusive gamers will grow. That's when you'd see significant attention paid to proper Linux builds. (There are of course other impediments to people switching over to Linux full-time besides games support, so I don't think the Year of Desktop Linux is quite imminent yet.)
You can't run updates any faster than the slowest machine can run them, though, or again you stall. This was a bigger problem on Age 1 and 2 where render rate and update rate were linked. On Age of Mythology and beyond, the render rate was decoupled from the update rate, so updates could happen more slowly while animations and so forth could still look smooth via interpolation.
How does it fair against good human players? Would it do much worse with randomness added back?
Get any two former Ensemble employees together, possibly buy them a beer, and you will almost certainly get some stories that sound apocryphal but probably actually happened :)
It's not completely obvious what technology you could make that would make it easier to avoid sync bugs in the first place. You could make a good network command-passing and simulation timing library, but in my experience the majority of problems did not come from bugs with the networking itself. Most of the sync bugs were from things like uninitialized variables, memory overwrites, using user input or other local machine state directly in the simulation without going through a multiplayer command, using a non-synced random number generator in the sim, DirectX changing the FPU rounding mode on you, etc. (Using a "safer" language would help with stuff like uninitialized variables/memory overwrites of course, but at an inevitable performance cost. Static code analysis tools are pretty good at finding these type of problems now too.)
edit: apparently based on this (which has a worse color picker but probably better results): http://chir.ag/projects/name-that-color