Today I’ll start revamping Gamesbrewer.com into a pure games creator site, and moving personal stuff out into my own personal blog. There are several reason for this:
Games that I make can finally be profitable.
Reduces the mess that happened when personal is mixed with work.
April 1st 2016 will be the day that Gamesbrewer start becoming a real game developer site. Currently 2 games are in development, one of which will be released by the end of this week on Android. Like TrueValhalla, I will also be keeping an online income report every end of the month.
Once in a while MySQL dies. Several reasons this happen. For this particular case, it died and will not allow a localhost root access, even with password. If you encounter similar problems and have no idea how to fix it, this is how I fixed mine (Ubuntu 14.04.1 LTS).
Step 1: SSH into your server.
Step 2: Enter initctl --system stop mysql to Stop current MySQL process
Step 3: Enter sudo mysqld --skip-grant-tables to start MySQL without grant mode. It will not not return to a command prompt after running so…
Step 4: Open a new SSH client and log in again.
Step 5: Enter mysql -u root mysql
Step 6: At mysql> prompt Enter UPDATE user SET Password=PASSWORD('your_new_root_password') where USER='root';
Step 7: Still at mysql> prompt Enter FLUSH PRIVILEGES;
Step 8: Still at mysql> prompt Enter Exit
Step 9: Close/Disconnect the first SSH.
Step 10: Enter /etc/init.d/mysql restart to restart MySQL
Step 11: Enter mysql -u root -p followed by your_new_root_password to test localhost root access.
If it shows welcome to the mysql monitor that means you have successfully fixed your crapped out MySQL.
PS: I just remember I can use screen/byobu instead of connecting multiple SSH client, but I was rushing for time, so in the war of style vs substance, form vs function, elegant aesthetic vs raw content, I say screw elegance/style/form. Form follows function anyways heh
The limit on how many players can join a game is likely to be the upload bandwidth on the host. The engine itself imposes no limit, but there is definite practical limit that will be encountered.
The problem is the host has to send a message with data for N players, to each of the N players. For example, if the host needs to send 16 bytes of data for each player, then each message will have a size around N * 16, and then that message will have to be sent N times. This creates an N-squared bandwidth requirement. For example:
10 players = 16 x 10 x 10 = 1600 bytes per update
20 players = 16 x 20 x 20 = 6400 bytes per update
30 players = 16 x 30 x 30 = 14400 bytes per update
100 players = 16 x 100 x 100 = 160000 bytes per update
Even though the player count increases linearly, the bandwidth requirement increases proportional to the square.
Even with a significantly more powerful server or less data needed per-player, it won’t get you many extra players. Crap