際際滷shows by User: davidgeurts / http://www.slideshare.net/images/logo.gif 際際滷shows by User: davidgeurts / Sun, 24 Aug 2014 12:45:29 GMT 際際滷Share feed for 際際滷shows by User: davidgeurts Unite2014 Bunny Necropsy - Servers, Syncing Game State, Security and Optimizations /davidgeurts/unite2014-bunny-necropsy unite2014bunnynecropsy-140824124529-phpapp02
A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup]]>

A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup]]>
Sun, 24 Aug 2014 12:45:29 GMT /davidgeurts/unite2014-bunny-necropsy davidgeurts@slideshare.net(davidgeurts) Unite2014 Bunny Necropsy - Servers, Syncing Game State, Security and Optimizations davidgeurts A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/unite2014bunnynecropsy-140824124529-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> A 30 minute extension on the presentation Syncing Success. Talks about all the lessons learned and how we improved upon them. Very good tips on Unity and how to manage MonoBehaviours to make unity games run super smooth. Unity Asset Bundle build tool plan and setup
Unite2014 Bunny Necropsy - Servers, Syncing Game State, Security and Optimizations from David Geurts
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GDC Next 2013 - Synching Game States Across Multiple Devices /slideshow/gdc-next-2013-synching-game-states-across-multiple-devices/32288910 gdcnext13combined-140313160429-phpapp01
Saving players' game states across multiple devices can be tricky, especially if you allow offline play. Many games make the user choose between states when play is detected on a different device. Users can easily make mistakes that erase hours of progress. While developing Tunnel Town, we hit upon an elegant solution that can help you deliver a more polished user experience without the hassle of complicated code. The average profitable lifetime of a mobile game is six months. Learn how to architect your servers so they can be reused for multiple projects with a simple approach that scales easily.]]>

Saving players' game states across multiple devices can be tricky, especially if you allow offline play. Many games make the user choose between states when play is detected on a different device. Users can easily make mistakes that erase hours of progress. While developing Tunnel Town, we hit upon an elegant solution that can help you deliver a more polished user experience without the hassle of complicated code. The average profitable lifetime of a mobile game is six months. Learn how to architect your servers so they can be reused for multiple projects with a simple approach that scales easily.]]>
Thu, 13 Mar 2014 16:04:29 GMT /slideshow/gdc-next-2013-synching-game-states-across-multiple-devices/32288910 davidgeurts@slideshare.net(davidgeurts) GDC Next 2013 - Synching Game States Across Multiple Devices davidgeurts Saving players' game states across multiple devices can be tricky, especially if you allow offline play. Many games make the user choose between states when play is detected on a different device. Users can easily make mistakes that erase hours of progress. While developing Tunnel Town, we hit upon an elegant solution that can help you deliver a more polished user experience without the hassle of complicated code. The average profitable lifetime of a mobile game is six months. Learn how to architect your servers so they can be reused for multiple projects with a simple approach that scales easily. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdcnext13combined-140313160429-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Saving players&#39; game states across multiple devices can be tricky, especially if you allow offline play. Many games make the user choose between states when play is detected on a different device. Users can easily make mistakes that erase hours of progress. While developing Tunnel Town, we hit upon an elegant solution that can help you deliver a more polished user experience without the hassle of complicated code. The average profitable lifetime of a mobile game is six months. Learn how to architect your servers so they can be reused for multiple projects with a simple approach that scales easily.
GDC Next 2013 - Synching Game States Across Multiple Devices from David Geurts
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UtahDigiCon 2014 - Bringing Life to your Games /slideshow/utahdigicon-2014-bringing-life-to-your-games/32288615 digiforge-140313155613-phpapp01
Pathfinding, Raycasting]]>

Pathfinding, Raycasting]]>
Thu, 13 Mar 2014 15:56:13 GMT /slideshow/utahdigicon-2014-bringing-life-to-your-games/32288615 davidgeurts@slideshare.net(davidgeurts) UtahDigiCon 2014 - Bringing Life to your Games davidgeurts Pathfinding, Raycasting <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digiforge-140313155613-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Pathfinding, Raycasting
UtahDigiCon 2014 - Bringing Life to your Games from David Geurts
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https://cdn.slidesharecdn.com/profile-photo-davidgeurts-48x48.jpg?cb=1526079991 https://cdn.slidesharecdn.com/ss_thumbnails/unite2014bunnynecropsy-140824124529-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds davidgeurts/unite2014-bunny-necropsy Unite2014 Bunny Necrop... https://cdn.slidesharecdn.com/ss_thumbnails/gdcnext13combined-140313160429-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gdc-next-2013-synching-game-states-across-multiple-devices/32288910 GDC Next 2013 - Synchi... https://cdn.slidesharecdn.com/ss_thumbnails/digiforge-140313155613-phpapp01-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/utahdigicon-2014-bringing-life-to-your-games/32288615 UtahDigiCon 2014 - Bri...