+1 to Apache -> Phusion Passenger -> RoR -> JSON

On Mar 17, 1:08 pm, Wayne Wenthin <wa...@fuligin.com> wrote:
> Oh and if you do go with RoR make sure and use Phusion Passenger.   The
> Mongrel server will crash and burn under too much load unless you cluster it
> somehow.   Passenger will spawn another process.
>
>
>
> On Wed, Mar 17, 2010 at 11:06 AM, Wayne Wenthin <wa...@fuligin.com> wrote:
> > Security on my game is pretty much handled by the userid that is assigned
> > and the RoR backend.   Unless you are decrypting the stream from the phone
> > you are pretty much assured that no cheating is going on.   And honestly its
> > just a game.   If the JSON is not formatted properly nothing is going to
> > happen.  If I can't find you in my DB nothing is going to happen.
>
> > On Wed, Mar 17, 2010 at 11:03 AM, Kevin Duffey <andjar...@gmail.com>wrote:
>
> >> Hey all, hoping more will join in on this. I am curious from a few replies
> >> on some things.
>
> >> First, for services like ScoreLoop, what does it cost, as a game developer
> >> to use? I found an apple only service called OpenFeint that used to charge
> >> but apparently is no longer charging.
>
> >> As users of services already out there, not sure for Android anyway, but
> >> it seems for iPhone you have to use their SDK to access their service. What
> >> is it like, if anyone has used service SDKs, to use? From the few snippets
> >> I've seen it seems like there is a bit to do to make it all work.
>
> >> How about security? As a developer, do you have to get some sort of API
> >> key? Is it done over SSL/TLS, or both an API key and SSL/TLS? I am 
> >> wondering
> >> how invovled the process is to get set up to actually use one of these
> >> services... or for those of you that wrote your own, what do you do to
> >> ensure it's your game calling the server side, and not some hacker or
> >> another game trying to use it for free?
>
> >> And an off topic question.. I see more and more people talking about
> >> getting a free phone from google? Is there some place you sign up to get
> >> this? I'd love to get a Nexus One to test on... sounds like some people are
> >> getting just that.. a free phone to test on?
>
> >> Thanks again all. More to come I hope.
>
> >> On Wed, Mar 17, 2010 at 10:37 AM, Justin Giles <jtgi...@gmail.com> wrote:
>
> >>> Just to throw it out there...
>
> >>> There's also Google Apps Engine:https://appengine.google.com
>
> >>> It's java or python based (your choice).  The free quotas are rather
> >>> generous.  I keep my high scores stored there for my apps and for one of 
> >>> the
> >>> apps I have over 75000 active installs and I have yet to go over the free
> >>> quota.  You do get charged if you go over your quota, but the rates, in  
> >>> my
> >>> opinion, are reasonable.  Same basic idea as the MySQL and Rails
> >>> suggestions.
>
> >>> No, I'm not a Google fanboy, but with a free device coming sometime soon,
> >>> if Google asked me, I'd sheepishly say yes sir, yes I am a fanboy :).
>
> >>> Justin
>
> >>> On Wed, Mar 17, 2010 at 11:25 AM, Robert Green <rbgrn....@gmail.com>wrote:
>
> >>>> Since no one else has responded I'll talk about what I did, though I
> >>>> haven't gone cross-platform yet (which is why I didn't respond right
> >>>> away).
>
> >>>> I chose cross-platform technologies just in case I ever wanted to and
> >>>> I know that they will work for it.  What works well for me for my
> >>>> leaderboards and turn-based multiplayer code is to use Ruby on Rails
> >>>> with JSON as the encoding.  It's supported natively by rails and
> >>>> Android comes with JSON parsing and encoding.  It's such a simple
> >>>> protocol that one could easily write an encoder/decoder for any
> >>>> platform, though I don't think you'd have to because I'm sure one
> >>>> exists for almost every one.
>
> >>>> There are many routes to go that will work fine, including having an
> >>>> XML-based service.  I'd stay away from things like Java Object
> >>>> Serialization.  That is not easily portable.  I'd also stay away from
> >>>> technologies like SOAP and WS.  They are heavy and you want to keep it
> >>>> light and simple usually on a phone and small server / high traffic
> >>>> setup.
>
> >>>> My first recommendation is to use Ruby on Rails / REST / JSON for your
> >>>> basic server.
>
> >>>> How it works:
> >>>> Rails runs either as a plugin to apache via Phusion Passenger or
> >>>> standalone via mongrel/other server apps.
> >>>> Clients make requests using REST, which means HTTP Get Post Put and
> >>>> Delete which query, insert, update and delete respectively.
> >>>> The requests and responses are encoded in JSON, which is a simple
> >>>> encoding, human readable and extremely fast to parse.
>
> >>>> Advantages:
> >>>> Any platform can implement a client for it.
> >>>> It's very light and fast.
> >>>> All of the necessary tech is inherent in rails and so this provides a
> >>>> very low-resistance coding path.
> >>>> Passenger (the apache plugin that runs RoR servers) runs great and is
> >>>> easy to deploy and uses your standard web server.
> >>>> You can actually easily run a game core written in Java wrapped with
> >>>> the RJB (Ruby Java Bridge) - I do this for Wixel
>
> >>>> Disadvantages:
> >>>> Another language to learn (though I don't mind working in it at all,
> >>>> it's really kinda nice)
> >>>> Doesn't handle native code well (if you have a game core in C/C++ that
> >>>> you need to access, it's a little tricky with Apache/Passenger/Rails)
> >>>> Is only good for scores/leaderboards and turn-based games.  You can
> >>>> only update as much as you can push HTTP requests and process
> >>>> responses.  It's not good for real-time games requiring faster than a
> >>>> second or two turnaround, though it can handle scores and accounts for
> >>>> them fine.
>
> >>>> If you want a cross-platform real-time game server, that's pretty much
> >>>> what you need a robust game engine for.  Most real-time games have
> >>>> their own protocol and are inherently cross-platform because of that.
> >>>> I'll be porting my engine this summer and designing it to be cross-
> >>>> platform.  Issues to overcome when going cross-platform are:  Sound
> >>>> handling, Image loading and processing (can't rely on your OS for that
> >>>> anymore), Font loading and text drawing, How input is handled, How the
> >>>> video context is created, Menuing systems, Networking, etc..
>
> >>>> Basically you can't depend too much on any one convenience of a
> >>>> particular OS and you kind of have to design the system so that you've
> >>>> abstracted out the "connectors", that is, the input and output in the
> >>>> form of user input in (touch/key/network/etc), sound, music, graphics,
> >>>> vibrate, lights and network out.  Each mobile OS will have a
> >>>> particular set of hoops to get the connectors in.
>
> >>>> With that said, many people would probably rather go with a solution
> >>>> like Unity who have made it their mission to handle as much of that
> >>>> cross-platform overhead as possible.  I believe you can run a unity
> >>>> server and connect to it from any unity client.
>
> >>>> Hope this was a little helpful.
>
> >>>> On Mar 17, 10:15 am, shaun <shashepp...@gmail.com> wrote:
> >>>> > We are considering the use of Scoreloop (http://www.scoreloop.com/)
> >>>> to
> >>>> > add a social component to our games and apps.  Since we have no real
> >>>> > experience in that arena, I'll just leave this link as my
> >>>> > contribution.
>
> >>>> > On Mar 16, 8:08 pm, Kevin Duffey <andjar...@gmail.com> wrote:
>
> >>>> > > Hey all,
>
> >>>> > > I am curious how the various groups of game developers, primarily
> >>>> mobile
> >>>> > > (android in this case) and cross-platform (android/iPhone/facebook)
> >>>> handle
> >>>> > > storing high scores, achievements, and such as well as how multi
> >>>> player is
> >>>> > > done.
>
> >>>> > > How does your game(s) access high scores, update the list, remove
> >>>> them if
> >>>> > > need be? The same would apply for achievements, and to a lesser
> >>>> degree,
> >>>> > > leader boards.
>
> >>>> > > Are you using a service out there that you pay for... if so how much
> >>>> does it
> >>>> > > cost.. and do they provide some sort of java/objective-c SDK that
> >>>> you can
> >>>> > > just plug in to your code?
>
> >>>> > > How do you dispaly high scores, leader boards, achievements, etc in
> >>>> your
> >>>> > > game? Do you provide your own web site with the same info, perhaps
> >>>> jazzed up
> >>>> > > a bit more or with more detail than your mobile game (due to limited
> >>>> screen
> >>>> > > realestate for mobile devices)? Do you provide a link to a web site
> >>>> in your
> >>>> > > game if they want to see things like high scores, achievements and
> >>>> leader
> >>>> > > boards?
>
> >>>> > > I would also like to know what sort of things are most important for
> >>>> your
> >>>> > > games. High scores are so yesterday, so to speak. The latest craze
> >>>> in most
> >>>> > > games seems to be achievements and the ability to obtain extra items
> >>>> for
> >>>> > > your games, either by buying them, or earning them through
> >>>> achievements,
> >>>> > > etc. So what are some things you game developers would want to make
> >>>> use of
> >>>> > > in your game to add more appeal to your game, to draw in players for
> >>>> longer,
> >>>> > > especially long enough to pass the 48 hour refund time so that you
> >>>> can
> >>>> > > actually earn some money from your hard work. I look at games on
> >>>> Facebook
> >>>> > > like Farmville that are doing so well they are hiring more
> >>>> developers at
> >>>> > > good pay to work on it. I also look at games like World of Warcraft,
> >>>> which I
> >>>> > > play and got sucked into for a while, due to getting to that next
> >>>> level or
> >>>> > > getting that next awesome epic gear piece... those sorts of things
> >>>> seem to
> >>>> > > be what draws in players to otherwise simple games. A number of
> >>>> mobile games
> >>>> > > that seem to do very well often seem to be fairly simple games but
> >>>> offer
> >>>> > > that right mix of "I just got to get to that next...". I am curious
> >>>> what
> >>>> > > some of you developers have found work for games either those that
> >>>> you
> >>>> > > played, or are working on (or have
>
> ...
>
> read more »

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