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increpare's profile
increpare
increpare
increpare
@increpare

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increpare

@increpare

• Makes games • Most recent commercial game : http://store.steampowered.com/app/1127680/Hy … • 💸 http://patreon.com/increpare  | http://github.com/sponsors/increpare … :D

Berlin, Deutschland
increpare.com
Joined September 2009

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    1. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      This seems like one of those cases where if you didn't build something as layer on layer on layer of abstractions that do mostly nothing, it would just run tremendously better, and for this game, it would be the difference between it being able to ride its wave of popularity,

      1 reply 4 retweets 98 likes
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    2. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      and risking killing that wave by frustrating people. I'm continually shocked by how slow game servers are for what they are actually doing.

      4 replies 2 retweets 86 likes
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    3. Bennett‏Verified account @bfod Jan 4
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      Replying to @Jonathan_Blow

      this one in particular seems like a hard problem. Jason wrote his server from scratch in C, but this makes it very hard for him to scale it in the modern way. On a modern highly-abstracted server stack, you can just throw money at it whenever demand spikes, and it takes seconds.

      1 reply 0 retweets 5 likes
    4. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      Replying to @bfod

      Not sure I buy that. Infrastructure-wise, the big delta is going from one server to two servers. Once you have done that, scaling is not harder than it is for anyone else, you just sign up for slightly different services probably.

      2 replies 0 retweets 3 likes
    5. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      Replying to @Jonathan_Blow @bfod

      It is true that 2 servers is more work than 1 server, but it's not really much different from what game programmers do all the time these days even just on single-player game engines (it's all just concurrency management).

      1 reply 0 retweets 3 likes
    6. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      Replying to @Jonathan_Blow @bfod

      And you don't ever want to go live with the 1-server model, because now you have a single point of failure.

      1 reply 0 retweets 3 likes
    7. Bennett‏Verified account @bfod Jan 4
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      Replying to @Jonathan_Blow

      Yeah I agree there are serious trade offs, I just think you have to acknowledge the enormous effort savings you get on the large-stack side of things.

      1 reply 0 retweets 2 likes
    8. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      Replying to @bfod

      I understand the idea that there is a savings, but I am not sure I believe that there really is. (I haven't done a networked game in the modern environment, so, no empirical comparison). But I am extremely sceptical of (to take a related but different area) most of the claims

      1 reply 0 retweets 0 likes
    9. Jonathan Blow‏ @Jonathan_Blow Jan 4
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      Replying to @Jonathan_Blow @bfod

      that various features of programming languages invented after 1990 actually increase productivity. I don't see evidence of that, but people keep claiming it. So we're in a software culture where people look at the intended benefits of <whatever thing> and assume those are

      2 replies 0 retweets 3 likes
    10. increpare‏ @increpare Jan 4
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      Replying to @Jonathan_Blow @bfod

      I don’t know much about it (and don’t know if I know any people who do it), but isn’t there a world of empiral Programming Language design/analysis? (e.g. googling turns up https://www.vidarholen.net/~vidar/An_Empirical_Investigation_into_Programming_Language_Syntax.pdf … ).

      1 reply 0 retweets 0 likes
      increpare‏ @increpare Jan 4
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      Replying to @increpare @Jonathan_Blow @bfod

      ( I don’t know if it asks the questions you are asking though. IIRC (though very vaguely, and it seems super hard to google) the C# people did a fair bit of empirical/usability research as well )

      8:28 PM - 4 Jan 2020
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