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Sep 1, 2011 at 6:21 answer added aaaaaaaaaaaa timeline score: 5
Aug 24, 2011 at 11:43 answer added Kylotan timeline score: 7
Aug 24, 2011 at 11:31 comment added Kylotan For the connection to the database from your server, you'll use whatever API the database provides. Don't worry about the protocol there.
Aug 24, 2011 at 6:54 comment added bummzack @Andrew: Your game-server and Databases can be on the same machine at the beginning. Later on you could move the Databases to a dedicated Server, but that should be in the same Network as your game-server, so that you don't add another huge source of latency that will affect the player (which a hosted DB like MongoLabs definitely will do).
Aug 24, 2011 at 0:37 history tweeted twitter.com/#!/StackGameDev/status/106163249384398848
Aug 23, 2011 at 23:48 comment added Andrew Matthew: That's a good point, another answer below mentioned something similar. I'll definitely be creating a web service to interface with. eBusiness: We're using C++ and writing our own networking engine which uses UDP (for client-server messages). For the connection to database (server-db), I had planned on using TCP (or perhaps there's a better way?) @bummzack: Is there another option? If we, let's say, have player profiles stored in our db, every server (hosted on different machines) will need to connect to it to retrieve the player's information.
Aug 23, 2011 at 17:55 history edited Tetrad CC BY-SA 3.0
missed an end bold marker
Aug 23, 2011 at 17:42 answer added Andy Finkenstadt timeline score: 2
Aug 23, 2011 at 17:19 answer added anthonyvd timeline score: 12
Aug 23, 2011 at 16:35 comment added Ken "team has a shared webhosting package that offers unlimited mySQL storage and bandwidth"... What they tell you and what you get are two different things. You can "have" all the space in the world but if you're accessing it through a virtual straw instead of a fat pipe then it's useless.
Aug 23, 2011 at 16:23 comment added bummzack If you choose a hosted DB you'll have a round-trip from your game to your server and from there to the DB server. This is going to be slower than from game to your server (which opens a local DB connection) and will nullify the assumed performance-gain of using NoSQL.
Aug 23, 2011 at 15:53 history edited Tetrad CC BY-SA 3.0
the bold was unreadable. Also broke up some paragraphs.
Aug 23, 2011 at 13:18 comment added aaaaaaaaaaaa What language/tools do you plan on using for the back end programming?
Aug 23, 2011 at 12:57 comment added Matthew Scharley I may be misunderstanding what you are suggesting, but as a matter of security, your game shouldn't be connecting directly to your database anyway, so connection count shouldn't matter. If your game can connect, then so can anyone else. You also probably shouldn't be opening a new connection from your game server to the database for every player who connects.
Aug 23, 2011 at 12:27 comment added Cyclops At least you've provided plenty of information, unlike some people who don't give enough information.
Aug 23, 2011 at 12:22 history asked Andrew CC BY-SA 3.0