Archspace no longer! Archverse forever!

Posted by HippieHunter Sat, 08 Sep 2007 19:21:00 GMT

 Well AS is dead, it official died a few days ago and will likely never be revived. However Archverse is trying really hard to be born. For those interested in the Architecture I finally settled on a C++ Core with a PHP front end. The C++ Core just sits around updating the game while the PHP uses XML-RPC to ask for Data and Update things. Its a fairly efficient system and I should be able to make the C++ pretty crash resistant since its only got the one client to worry about. A nice added benefit is that I don't have to worry about security or validating things in C++ because such hassles are handled by the front end and not the back. 

 
Archverse Forums are also now up for those who want to go spam and troll, located at www.archverse.com/mybb .net and .org. Should make for some good times, let all your AS friends know AV is gonna come kick some ass. 

Archspace Again

Posted by HippieHunter Thu, 10 May 2007 13:11:00 GMT

 Well I Need to do work on Archspace again, the game seems to be loosing entirely to many players recently to the point that we almost only have hard core vets left. Something like 80-90 players, I'm not really sure. But suffice it to say that this game that has at its peak have somewhere in the 10k range really needs reviving. Not sure what I can really do code wise to bring it back to life most of the damage to the game seems to be from the player base themselves. Vets constantly pick on new players but such is the life in web strategy games. Maybe Archspace will die, but I hope we can at least get Archspace 2 up and going before then. Maybe we need to find a different name when we come out with the next one so we don't get any bad publicity. Well I need to go to sleep so I can wake up early in the morning.


Archspace 2

Posted by HippieHunter Thu, 15 Feb 2007 04:01:00 GMT

 Ive yet again picked up working on Archspace 2, this must be the 100th time. Each time I come back to it though I look at the design and tweak it a little, eventually I might actually get the one I want. Hopefully when I do its crazy awesome good. Just a little overview for those of you who care, Ive taken a loosely coupled approach to design. Pretty much everything is an entity and entity's can contain other entity's, of course. That was design round one, in round two I realized that I would have to do a little more then just basic updates of entity's in their own self contained worlds but it would be horribly hard to do so looking through the entity's children for all the info. So I decided to keep the children and add some members that were really just pointers to the children but with type info associated. At this point I have the architecture to update anything in the game using implementations of a visitor and in that update I can actualy do something with the info contained. 

 
Now in one of my more recent re-workings I've decided to make the generation of XML more explicit. Before now I was just sending in a stream, filling it with data and sending it on its marry way to the client. Now the system explicitly uses the XML DOM provided by Poco and then as the last step it pushes it out to a stream. If there was one thing I learned about doing HTML output in C++ it was that C++ and escaped chars everywhere are not the most fun thing in the world. Through this I'm really hoping that there will be very few constant strings actually in the code, with everything in the XSLT or contained in some sort of text lookup for purposes of multi language support.
 
For my next feat of awesome I intend to come up with a heavily programmable battle system, where the users can actually program the AI that controls their ships but still have some decent premade options available. I'm guessing I will have to support multiple scripting languages to make things fair, since I would choose something like AngelScript or Pike long before I used Lua, Python or Ruby. But those languages are much more popular so life would be better if I allow a bunch of them. I don't think i would want to integrate perl though since it would probably not be very safe. 

Boost is fun

Posted by HippieHunter Tue, 23 Jan 2007 04:43:00 GMT

 Lately I've been working on the next version of Archspace. While I knew about a lot of the great things in boost I had never really used them in practice. Well I've found my new digital best friend, Boost Lambda Library. Its just so damn cool though I should say that it wouldn't be nearly as cool without Boost Bind along with it.

 
The design of Archverse demands that it very heavily use containers, iterators and patterns. Without Boost Lambda doing these things are really kinda tedious and grow unwieldy with time. Lambda lets me write functors right where they need to be used instead of adding a new header file and making another cpp file for just one tiny little class with one tiny little function. Functors are one of the nicest parts about C++ now I can use them all over the place without wasting time writting full blown function objects.