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Haskell spotted in the wild

Name: Anonymous 2018-08-03 14:40

Age of Empires 2 clone(OpenAge) has a game server written in Haskell(i assume for the thread safety or something)
https://github.com/SFTtech/openage-masterserver

Name: Anonymous 2018-08-03 14:50

I am using haskell for my compiler.

Name: Anonymous 2018-08-03 21:41

U MENA HASKAL?

Name: Anonymous 2018-08-03 22:36

Can Linux community design an original game for once? All open source games are direct clones of commercial products, beside maybe Nethack and MUDs, which are more of a game design research projects, that later gave birth to WoW and proper products.

Name: Anonymous 2018-08-04 0:52

>>4
gaming is for losers

Name: Anonymous 2018-08-04 1:22

>>4
make your're game

Name: Anonymous 2018-08-04 3:51

>>4
Lets be realistic, writing a game is just one of requirements for success in online gaming.
you need:
1.Host websites,forums, optionally code repos(do you trust github?).
2.Provide game servers(p2p games are either crippled in bandwidth or limited with NAT firewalls). Hosting and server cost money.
3.Somehow finance your expenses, usually within the game: so microtransactions, paid DLC. This would likely mean it'll be closed-source, to prevent cloning and stealing of in-game data.
4.Closed-source means you would target windows first and linux support will be relegated to "they'll will figure it out with Wine".
Hope this explains why Big Games on linux don't exist or are secondary to windows.

Name: Anonymous 2018-08-04 3:54

>>7
Also, consider that a modern game besides the code;
1.Needs top-quality art/models/special effects, most programmers can't draw.
2.Need voice acting and music.
3.Need expert level/map/environment design.
Sure, you can do it yourself and reuse open-source assets, but it wouldn't be as polished as AAA games.

Name: Anonymous 2018-08-04 4:02

>>7,8
These are not absolute requirements, its technically possible you could have a free, open-source game with p2p-type hosting, procedurally generated music/voice/models/levels/etc. But history doesn't show any such games existing.

Name: Anonymous 2018-08-04 4:35

>>9
Because people don't work for free and maintaining a game for years receiving nothing in return doesn't seem like a good deal.
Thats why indie devs go commercial after trying their hand at writing a game.

Name: Anonymous 2018-08-04 7:40

1.Host websites,forums, optionally code repos(do you trust github?).
2.Provide game servers(p2p games are either crippled in bandwidth or limited with NAT firewalls). Hosting and server cost money.
2 euro/month for a shitty one with 50GB storage and 200Mbps and 10 euro/month for a good one with 1TB storage and 1Gbps, wow it's nothing.
And even then you can just use gitlab and sign your commits while letting the users do the hosting, the cost will be 0 euro/month.

Name: Anonymous 2018-08-04 8:42

>>11
Games are not websites. If your games has 20-50 players a shitty server may handle it, but it will not scale.
The problem isn't bandwidth. Not storage.
The idea is simultaneous load on CPU from multiple connections requiring processing dynamic data. This forces to use much more expensive dedicated servers. And its servers, because one server doesn't scale - you'll have to rent more servers as your game grows.

Name: Anonymous 2018-08-04 9:06

Games are not websites. If your games has 20-50 players a shitty server may handle it, but it will not scale.
At this point someone else will host a server and the traffic will be split between the two. See? It scales.

you'll have to rent more servers as your game grows
Or have people offer their cpu time.

Name: Anonymous 2018-08-04 9:16

Or have people offer their cpu time.
That means giving control over the game data, allowing cheating and arbitrary banning of player. Game servers may host different versions or mods dictated by whims of hoster.

Name: Anonymous 2018-08-04 9:32

Centralization is far more polished experience. One login server, standard game data, no cheats no hacks, predictable moderation and rational rules that apply to all servers.
The decentralized server model eventually split a game into hundred distributions/mods of the original game with their own closed communities and servers. Each of these are short-lived instances which disappear as soon as hoster loses interest or means to host the game.

Name: Anonymous 2018-08-04 9:38

Classic starcraft provided only a centralized chat server with game selection screen, and games were hosted on individual computers which created a game instance locally to which others connected by IP(exposing IPs to other player is really bad idea with current state of security).
It was filled with tons of hacks, flooding, spam and abuse:
IIRC there was even an exploit that dropped your client if you saw a specially named game in the game list. And since most people had crappy connections there was plenty of lag and player were often booted from games.
This idea of spreading hosting to "other people" is misplaced trust and altruism. It only works in theory, with good networks and good people.

Name: Anonymous 2018-08-04 10:49

>>14
allowing cheating
FPS games suck anyway with people that you do not trust.
As for the other games? Cheating can easily be prevented.

and arbitrary banning of player
Is this not fine? Their server, their rules.

Game servers may host different versions or mods dictated by whims of hoster
Is this not great?

One login server
The need to login is cancerous, especially if there is a single centralised server. What if you are globally banned? You will not be able to even play with your friends then.

no cheats no hacks
Fortine disagrees. Non-fps games disagree.

predictable moderation and rational rules that apply to all servers
This is fascism.

>>16
exposing IPs to other player is really bad idea with current state of security
This is retarded, every server on the world as well as every p2p protocol in the world does that.
If you don't want to expose your IP do gaming over tor or whatever.

IIRC there was even an exploit that dropped your client if you saw a specially named game in the game list. And since most people had crappy connections there was plenty of lag and player were often booted from games.
Lol C.

This idea of spreading hosting to "other people" is misplaced trust and altruism
Exactly, which is why only retards use games with centralised servers. Why trust a central authority? It only works in theory.

Name: Anonymous 2018-08-06 3:04

decentralization is an aspie fantasy. it never works in practice.

Name: Anonymous 2018-08-06 7:34

>>18
It works, just not at the scale of performance required for hosting game servers in real-time. No real-time apps work fine(file/web/chat).

Name: Anonymous 2018-08-06 7:35

>>19
Turn-based games also work.

Name: Anonymous 2018-08-06 12:26

>>20
TURN MY ANUS

Name: Anonymous 2018-08-06 12:47

>>18
I don't know, e-mail turned out to be pretty popular.

Name: Anonymous 2018-08-06 13:03

>>22
MAIL MY ANUS

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