Why do you think agile methods are improper for "serious engineering"?

Node has some nice advantages.
It's fast in serving many clients at the same time. Well, that's one thing 
you need in MMO-Games.

Rendering is not a pure server-side task.
The server (NodeJS) only needs to serve the geometry and game data. This 
might be done within a C/C++-Library or whatever.
>From the geometry and game data (which includes meterials, 
atmosphere-parameters for planets, etc.) the client can render nice 
interpolated beautified images. (Imagen a nice three.js client with shaders 
and so on).

On Wednesday, July 25, 2012 10:26:34 PM UTC+2, Joshua Gross wrote:
>
> "Rendering a galaxy from the thousands of lightyears down to the insects 
> on a little plant is a very tough task."
>
> I don't know if "agile" is the best for that. You need some serious 
> engineering. Next serious question: why use Node for this? This is much 
> better suited for rendering in C or C++. 
>
> -- Joshua Gross
> Christian / Web Development Consultant / BA Candidate of Computer Science, 
> UW-Madison 2013
> 414-377-1041 / http://www.joshisgross.com
>
> On Jul 25, 2012, at 2:26 PM, Stephan Bruny <[email protected]> 
> wrote:
>
> If you don't call me crazy then you are!
> Some years ago I've been a game developer (NDS, PC, XBOX 360) but now I 
> earn my bucks with web development like most of us I guess?
> I used NodeJS for middleware, small websites and applications within 
> service-environments and it always proofed to be blazing fast.
>
> But now comes the time to make a game again. A real huge thing. An I mean 
> huge ;)
> Maybe some of you know what I mean when I say "Shores of Hazeron".
> It's a mixture between (MMO)RPG, simulation and strategy within a whole 
> galaxy that is simulated on the server side.
>
> To make a short version of my idea:
> The game simulates an entire dwarf-galaxy (about 8000 light years) where 
> we put like 5 alien races.
> The player has a lot of crafting abilities, can build houses, invent 
> technology, etc. to finally build a rocket flying to the moon(s) orbiting 
> his home world.
> The player's race might colonize it's solar system and head for 
> intergalactic travelling and maybe meet one of the other races...and 
> then...phew phew phew. ;)
>
> You might expect a game design document, but I'm working as a product 
> manager within an agile team, and I'd say, as long as I don't need to sell 
> something to a publisher, I can keep it agile from the idea to the 
> implementation.
>
> Technically there are some hard rocks to break.
> Rendering a galaxy from the thousands of lightyears down to the insects on 
> a little plant is a very tough task.
> Using procedural algorithms is the way to go (using a highly modified 
> version of a noise algorithm). And this technique is pretty much 1984 - 
> implemented in the game Elite.
> But procedural algorithms might also be a problem within NodeJS because of 
> blocking?
> It would also be very interesting to have a RESTful interface for the 
> client side. 
> A blazing fast storage system is also needed. I wanted to use Redis for 
> this. But maybe there is something more JS-Like?
>
> I know there are some demos around there with similar ideas (like the 
> infinity space game). But it's not exactly what I want, because I really 
> never care about graphics, but about game play.
> And I want to make a game where the player is pretty free, never bored and 
> where the game changes according to the actions of its players.
>
> I'd like to hear your suggestions. (But please don't tell me that it will 
> be hard or impossible - it never is impossible, but always hard, I know 
> that :-D)
> Maybe you might even like to join me and support the game with your ideas 
> and/or your coding abilities.
> We'd open up a forum or something for communication and project management 
> maybe.
>
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