<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Networking for VectorStorm</title>
	<atom:link href="http://www.vectorstorm.org/2008/04/19/networking-for-vectorstorm/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.vectorstorm.org/2008/04/19/networking-for-vectorstorm/</link>
	<description>Creating games, one brightly glowing line at a time.</description>
	<lastBuildDate>Sun, 29 Jan 2012 11:47:27 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: trevor</title>
		<link>http://www.vectorstorm.org/2008/04/19/networking-for-vectorstorm/comment-page-1/#comment-35</link>
		<dc:creator>trevor</dc:creator>
		<pubDate>Mon, 21 Apr 2008 03:22:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=133#comment-35</guid>
		<description>It could certainly automatically create leaderboards for modified game executables;  it&#039;d work in a similar manner to how their matchmaking would work.

The only issue is just one of server-side data storage, and whether I can ever throw old data away.  I can see lots of old data from development periods hanging around if people do experiment with modifying games.  Maybe I can put a &quot;one week&quot; or &quot;one month&quot; duration on the leaderboard data, so that I can automatically throw it away after a while.

This is all still a few months off in the future, probably.  I&#039;m poking more with the murder mystery game right now, and I don&#039;t really see that networking would really improve that game.</description>
		<content:encoded><![CDATA[<p>It could certainly automatically create leaderboards for modified game executables;  it&#8217;d work in a similar manner to how their matchmaking would work.</p>
<p>The only issue is just one of server-side data storage, and whether I can ever throw old data away.  I can see lots of old data from development periods hanging around if people do experiment with modifying games.  Maybe I can put a &#8220;one week&#8221; or &#8220;one month&#8221; duration on the leaderboard data, so that I can automatically throw it away after a while.</p>
<p>This is all still a few months off in the future, probably.  I&#8217;m poking more with the murder mystery game right now, and I don&#8217;t really see that networking would really improve that game.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Liam</title>
		<link>http://www.vectorstorm.org/2008/04/19/networking-for-vectorstorm/comment-page-1/#comment-34</link>
		<dc:creator>Liam</dc:creator>
		<pubDate>Mon, 21 Apr 2008 01:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.vectorstorm.org/?p=133#comment-34</guid>
		<description>Could the game work out a checksum of the significant files and send that as part of an identifier, thus potentially allowing a leaderboard to be shared for identically modded games alongside the primary release?</description>
		<content:encoded><![CDATA[<p>Could the game work out a checksum of the significant files and send that as part of an identifier, thus potentially allowing a leaderboard to be shared for identically modded games alongside the primary release?</p>
]]></content:encoded>
	</item>
</channel>
</rss>

