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So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. One: Fun There are a lot of things people call “fun.” But most of them are not useful for getting better at making games, which is usually why people read articles like this. The fun of a bit of confetti exploding in front of you, and the fun of excruciating pain and risk to life an
Lessons Learned: Sharding for startups is a technical post about database scalability. What caught my eye was the term. What an odd term — “sharding.” Why would a database be described that way? So I started reading a bit about it. It basically means running a bunch of parallel databases and looking into the right one, rather than trying to cram everything into one. Near as I can tell, a quick Goo
Raph Koster's personal website: MMOs, gaming, writing, art, music, books David Edery has a nice list of reasons why user generated content works. The big rap against user-generated content, of course, is that it’s directionless. It leads to a hodgepodge, and users who enter an environment built from it quickly feel that there’s nothing to do, because a rather small fraction of user content is actu
I’ve been remiss in posting updates on Stars Reach here. I mean, the Kickstarter finished back in March (late pledges still accepted)! Today, though, I want to brag about our awesome AI and proc gen driven worlds. Over the last few releases, we have been rolling out yet another series of improvements to the look of the worlds. And we’re getting to the point where I think the alien worlds are start
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