Proofreaders for MMORPG Advanced Tutorials Needed
by Dreamer · in Torque Game Engine · 05/24/2005 (4:15 pm) · 11 replies
Hello everyone, I'm not 100% sure this is the proper forum for this request, but I'm really not sure where to ask.
As I'm nearing completion of the MMORPG tutorials series, with the posting of 9 and 10 over the next couple days, I have decided that I will make the advanced tutorial series into 1 single complete .pdf that goes into MUCH more depth, and gets pretty specific about things, whereas the previous series was more of a crash course of How Do I's, this will build from scratch and the ground up a complete MMORPG game.
As I'm looking at what I have so far, there are several pages of both text and code, as well as descriptions on what I am trying to accomplish with each section.
I fully expect this to run into the 100-300 page range. However if I seperate out the code, it will proabably slim down considerably, at present there are 98 pages and I'm < halfway through, however after next week I will have 8-10 hours per day to pour into this, whereas what you have seen before is a little less than 1-2 hours each day.
Anyways, as HUGE as I expect this to be, I going to need about 5-10 proof readers, these are people very proficient in TorqueScript and/or C++, who can catch any errors that have been made, and weed out any bad or unneeded code, the biggest key here is you need to not only be able to say "Hey man there might be an error somewhere in that last section", but be able to point out the file, line and any possible fixes, or better strategies, to accomplish the same thing.
I would much preffer someone who has been an SDK owner for at least a year, or who themselves has a proven resource track-record (at least 2 useful tutorials/resources).
If you have any further questions please post them here.
If you are sincerely interested in helping me make this the best resource ever posted (at least on the subject of MMORPGS), please email me smorrey@gmail.com
One final note, anyone who actually helps with this will get their name in the credits section of the resource, as well as the .pdf itself.
As I'm nearing completion of the MMORPG tutorials series, with the posting of 9 and 10 over the next couple days, I have decided that I will make the advanced tutorial series into 1 single complete .pdf that goes into MUCH more depth, and gets pretty specific about things, whereas the previous series was more of a crash course of How Do I's, this will build from scratch and the ground up a complete MMORPG game.
As I'm looking at what I have so far, there are several pages of both text and code, as well as descriptions on what I am trying to accomplish with each section.
I fully expect this to run into the 100-300 page range. However if I seperate out the code, it will proabably slim down considerably, at present there are 98 pages and I'm < halfway through, however after next week I will have 8-10 hours per day to pour into this, whereas what you have seen before is a little less than 1-2 hours each day.
Anyways, as HUGE as I expect this to be, I going to need about 5-10 proof readers, these are people very proficient in TorqueScript and/or C++, who can catch any errors that have been made, and weed out any bad or unneeded code, the biggest key here is you need to not only be able to say "Hey man there might be an error somewhere in that last section", but be able to point out the file, line and any possible fixes, or better strategies, to accomplish the same thing.
I would much preffer someone who has been an SDK owner for at least a year, or who themselves has a proven resource track-record (at least 2 useful tutorials/resources).
If you have any further questions please post them here.
If you are sincerely interested in helping me make this the best resource ever posted (at least on the subject of MMORPGS), please email me smorrey@gmail.com
One final note, anyone who actually helps with this will get their name in the credits section of the resource, as well as the .pdf itself.
#2
05/24/2005 (5:26 pm)
Do you also need people to proofread the English text instructions?
#3
Furthermore if anyone is interested in helping to do a translation to non-english languages, I would LOVE to do that as well.
@Ari, I figured of anyone on the forums, you would step up, thats really cool because I admire your work. As far as a mySQL port, that isn't neccessary the advanced tutorials, use mySQL for permanent character storage and SQLite for things where speed is needed, either way SQL is SQL. However feel free to suggest where mySQL may be being overlooked.
05/24/2005 (5:31 pm)
@Wysardry, Yeah pretty much the whole shebang is going to need proofread, I want seriously for any complete noob to torquescript to be able to sit down with this thing, and walk away with a fully functional game, and more importantly a pretty thorough understanding of TGE.Furthermore if anyone is interested in helping to do a translation to non-english languages, I would LOVE to do that as well.
@Ari, I figured of anyone on the forums, you would step up, thats really cool because I admire your work. As far as a mySQL port, that isn't neccessary the advanced tutorials, use mySQL for permanent character storage and SQLite for things where speed is needed, either way SQL is SQL. However feel free to suggest where mySQL may be being overlooked.
#4
It's gonna be on like Donkey Kong!
Joe is finishing up some degrees in Japanese and English.
I'll give him a ring and see if he has time to translate.
05/24/2005 (5:41 pm)
ODBC eh?It's gonna be on like Donkey Kong!
Joe is finishing up some degrees in Japanese and English.
I'll give him a ring and see if he has time to translate.
#5
On the topic of SQLite vs MySQL... I'm wondering about performance comparisons... The project I'm working on has a requirement for supporting up to 1,000 players per server (definition of server is still left up for debate) and so I'm really curious if an ODBC connection over the net (not on localhost) is better/worse performance wise than SQLite on localhost (I'm not aware of SQLite having any network support, though I'll admit that I rarely use SQLite).
On the topic of SQL optimizations, I've got a really sharp DB guy on my team that is certainly willing to help tweak the queries and etc.
05/24/2005 (5:43 pm)
You can certainly count on me to proofread and help in any way I can.On the topic of SQLite vs MySQL... I'm wondering about performance comparisons... The project I'm working on has a requirement for supporting up to 1,000 players per server (definition of server is still left up for debate) and so I'm really curious if an ODBC connection over the net (not on localhost) is better/worse performance wise than SQLite on localhost (I'm not aware of SQLite having any network support, though I'll admit that I rarely use SQLite).
On the topic of SQL optimizations, I've got a really sharp DB guy on my team that is certainly willing to help tweak the queries and etc.
#6
05/24/2005 (5:44 pm)
Could also use a mac tester/reader in there for good measure.
#7
As far as optimizing code, have your DB guy feel free to look at my SQL, it's the very best I can do, and I've been doing SQL for a pretty long time, there may however be some shortcuts I overlooked in the interests of clarity.
05/24/2005 (6:09 pm)
@OneST8 SQLite vs mySQL in terms of shear raw speed is no contest, SQLite in my testing was 175% faster on a localhost connection and 565% faster over a net connection with a 150ms ping time. As far as supporting over 1000 simultaneous players, you are not going to be able to do that on a single box, you would need a cluster of at least 10 servers. The processing power each client requires, not to mention AI handling, limits the number of REAL players in my testing to about 110 simultaneous connections on a purpose built Gentoo Box running a release build and quite literally NOTHING else, before the lag becomes unbearable.As far as optimizing code, have your DB guy feel free to look at my SQL, it's the very best I can do, and I've been doing SQL for a pretty long time, there may however be some shortcuts I overlooked in the interests of clarity.
#8
For me the main purpose to MySQL/PostgreSQL usage is for the extra SQL functions like foreign key constraints and triggers. For instance; let's say you've got a Player table that has a row for each player and one of the columns in the table signify the player's current weight and you also have a Container's table that has one row for each "Container" in-game (containers being anything from a player's inventory to a sack or a box). The Container table references the unique id column on the Player table. Whenever an item is placed into a container carried by a Player, that player's current weight is increased by the weight of all the items in the container plus the container's base weight. All the items that are stored in yet a third table just for ContainerInventory and each item references the unique id from the Container table to indicate which container it resides in. Potentially in a standard database you'd have two if not three or more queries and updates to do all the work whereas you could simply have set a trigger that when the contents of a container is updated the database would automatically recalculate and update the player's weight field on the Player table. All of this allows you to simplify the logic within the game itself and serve as a check/balance system.
Granted I don't know everything, nor am I an expert in anything database related so I could be glaringly wrong in the details.
05/24/2005 (7:33 pm)
For the DB abstraction layer that I'm writing as an enhancement resource for my (still yet to be approved) db resource I'm planning to allow for utilizing multiple databases concurrently. How have you implemented SQLite and MySQL? ODBC or directly in the engine?For me the main purpose to MySQL/PostgreSQL usage is for the extra SQL functions like foreign key constraints and triggers. For instance; let's say you've got a Player table that has a row for each player and one of the columns in the table signify the player's current weight and you also have a Container's table that has one row for each "Container" in-game (containers being anything from a player's inventory to a sack or a box). The Container table references the unique id column on the Player table. Whenever an item is placed into a container carried by a Player, that player's current weight is increased by the weight of all the items in the container plus the container's base weight. All the items that are stored in yet a third table just for ContainerInventory and each item references the unique id from the Container table to indicate which container it resides in. Potentially in a standard database you'd have two if not three or more queries and updates to do all the work whereas you could simply have set a trigger that when the contents of a container is updated the database would automatically recalculate and update the player's weight field on the Player table. All of this allows you to simplify the logic within the game itself and serve as a check/balance system.
Granted I don't know everything, nor am I an expert in anything database related so I could be glaringly wrong in the details.
#9
Also, if you can wait three years, I can translate it to German (my German is very very poor).
Robert
05/24/2005 (8:16 pm)
I will be happy and able to help with proofreading.Also, if you can wait three years, I can translate it to German (my German is very very poor).
Robert
#10
Able to be a proof reader...
I can translate in french ...
I can spent up to 6 hour a day for the next month.
05/27/2005 (8:36 am)
Wow ! I missed this post!Able to be a proof reader...
I can translate in french ...
I can spent up to 6 hour a day for the next month.
#11
Also anyone else who is interested in proofreading, error-checking and/or translation, please feel free to join us.
07/12/2005 (6:12 am)
Ok, anyone who is still wanting to be a proofreader, and who has not recieved the docs (you would have gotten them last friday), please email me smorrey@gmail.com and lemme know so I can get them to you. I emailed everyone who asked to be a proofreader, but I guess gmail didn't like me mass emailing from the account, and therefore only a small handful of proofreaders have actually gotten thier hands on the tutorial.Also anyone else who is interested in proofreading, error-checking and/or translation, please feel free to join us.
Torque Owner BrokeAss Games
BrokeAss Games
I can also help with a mySQL port.
Let me know, what you are doing is helping so many people in the GG community.