ºÝºÝߣshows by User: davidsalz54 / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: davidsalz54 / Sun, 06 Jan 2019 23:32:31 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: davidsalz54 Making an independend MMO - The Albion Online Story /slideshow/making-an-independend-mmo-the-albion-online-story/127399111 albiononlinedevcomcologne2018-190106233231
Talk at devcom game developer conference in Cologne, August 2018. Discusses the design, development and operation of the MMORPG Albion Online.]]>

Talk at devcom game developer conference in Cologne, August 2018. Discusses the design, development and operation of the MMORPG Albion Online.]]>
Sun, 06 Jan 2019 23:32:31 GMT /slideshow/making-an-independend-mmo-the-albion-online-story/127399111 davidsalz54@slideshare.net(davidsalz54) Making an independend MMO - The Albion Online Story davidsalz54 Talk at devcom game developer conference in Cologne, August 2018. Discusses the design, development and operation of the MMORPG Albion Online. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/albiononlinedevcomcologne2018-190106233231-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk at devcom game developer conference in Cologne, August 2018. Discusses the design, development and operation of the MMORPG Albion Online.
Making an independend MMO - The Albion Online Story from David Salz
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Deterministic Simulation - What modern online games can learn from the Game Boy (talk @ GDCE 2016, Cologne) /slideshow/salz-david-deterministicsimulationgdce2016/67246362 salzdaviddeterministicsimulationgdce2016-161016160955
The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation.]]>

The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation.]]>
Sun, 16 Oct 2016 16:09:54 GMT /slideshow/salz-david-deterministicsimulationgdce2016/67246362 davidsalz54@slideshare.net(davidsalz54) Deterministic Simulation - What modern online games can learn from the Game Boy (talk @ GDCE 2016, Cologne) davidsalz54 The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/salzdaviddeterministicsimulationgdce2016-161016160955-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation.
Deterministic Simulation - What modern online games can learn from the Game Boy (talk @ GDCE 2016, Cologne) from David Salz
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A simple and powerful property system for C++ (talk at GCDC 2008, Leipzig) /davidsalz54/a-simple-and-powerful-property-system-for-c-talk-at-gcdc-2008-leipzig gcdc08-propertysystemforc-160604155817
Tool development is an essential part of game development. Teams use graphical editors to create levels, virtual worlds, missions or graphical user interfaces (GUIs) for their games. An editor manipulates objects that typically correspond with C++ objects (i.e. instances of C++ classes). These objects might be things like labels and buttons in a GUI editor or trees, houses and animals in a 3D game level editor. Objects should expose their properties to the editor in a generic way. Ideally, it should be possible to add new properties to an object or add new objects to the game without adding any code to the editor. A good property system can be used for a lot of things beyond editors, for instance: • support undo/redo operations in tools or in the game • serialization, i.e. saving and restoring the state of an object in a generic way • animation of properties, i.e. menus flying into the screen, buttons changing colors etc. All that should be possible without adding any code for a new object or a new property. ]]>

Tool development is an essential part of game development. Teams use graphical editors to create levels, virtual worlds, missions or graphical user interfaces (GUIs) for their games. An editor manipulates objects that typically correspond with C++ objects (i.e. instances of C++ classes). These objects might be things like labels and buttons in a GUI editor or trees, houses and animals in a 3D game level editor. Objects should expose their properties to the editor in a generic way. Ideally, it should be possible to add new properties to an object or add new objects to the game without adding any code to the editor. A good property system can be used for a lot of things beyond editors, for instance: • support undo/redo operations in tools or in the game • serialization, i.e. saving and restoring the state of an object in a generic way • animation of properties, i.e. menus flying into the screen, buttons changing colors etc. All that should be possible without adding any code for a new object or a new property. ]]>
Sat, 04 Jun 2016 15:58:17 GMT /davidsalz54/a-simple-and-powerful-property-system-for-c-talk-at-gcdc-2008-leipzig davidsalz54@slideshare.net(davidsalz54) A simple and powerful property system for C++ (talk at GCDC 2008, Leipzig) davidsalz54 Tool development is an essential part of game development. Teams use graphical editors to create levels, virtual worlds, missions or graphical user interfaces (GUIs) for their games. An editor manipulates objects that typically correspond with C++ objects (i.e. instances of C++ classes). These objects might be things like labels and buttons in a GUI editor or trees, houses and animals in a 3D game level editor. Objects should expose their properties to the editor in a generic way. Ideally, it should be possible to add new properties to an object or add new objects to the game without adding any code to the editor. A good property system can be used for a lot of things beyond editors, for instance: • support undo/redo operations in tools or in the game • serialization, i.e. saving and restoring the state of an object in a generic way • animation of properties, i.e. menus flying into the screen, buttons changing colors etc. All that should be possible without adding any code for a new object or a new property. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gcdc08-propertysystemforc-160604155817-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Tool development is an essential part of game development. Teams use graphical editors to create levels, virtual worlds, missions or graphical user interfaces (GUIs) for their games. An editor manipulates objects that typically correspond with C++ objects (i.e. instances of C++ classes). These objects might be things like labels and buttons in a GUI editor or trees, houses and animals in a 3D game level editor. Objects should expose their properties to the editor in a generic way. Ideally, it should be possible to add new properties to an object or add new objects to the game without adding any code to the editor. A good property system can be used for a lot of things beyond editors, for instance: • support undo/redo operations in tools or in the game • serialization, i.e. saving and restoring the state of an object in a generic way • animation of properties, i.e. menus flying into the screen, buttons changing colors etc. All that should be possible without adding any code for a new object or a new property.
A simple and powerful property system for C++ (talk at GCDC 2008, Leipzig) from David Salz
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Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin) /slideshow/albion-online-software-architecture-of-an-mmo-talk-at-quo-vadis-2016-berlin/62724504 albiononlinequovadis2016talk-160604154545
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!) ]]>

Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!) ]]>
Sat, 04 Jun 2016 15:45:45 GMT /slideshow/albion-online-software-architecture-of-an-mmo-talk-at-quo-vadis-2016-berlin/62724504 davidsalz54@slideshare.net(davidsalz54) Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin) davidsalz54 Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!) <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/albiononlinequovadis2016talk-160604154545-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin) from David Salz
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Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam) /slideshow/albion-online-a-crossplatform-mmo-unite-europe-2016-amsterdam/62724404 albiononline-uniteeurope2016presentation-160604154049
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!) ]]>

Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!) ]]>
Sat, 04 Jun 2016 15:40:49 GMT /slideshow/albion-online-a-crossplatform-mmo-unite-europe-2016-amsterdam/62724404 davidsalz54@slideshare.net(davidsalz54) Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam) davidsalz54 Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!) <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/albiononline-uniteeurope2016presentation-160604154049-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam) from David Salz
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https://cdn.slidesharecdn.com/profile-photo-davidsalz54-48x48.jpg?cb=1546817363 I started programming when I was 10, in BASIC on a KC85/3. Since then I learned a new programming language every 2-3 years; I am proud to say that I have completed (paid) projects in 13 out of the TIOBE Top 15 programming languages. (OK, I'm not proud of every language. But I am a pragmatist. Whatever gets the job done is good.) I started working in the computer games industry when I was 22 and still a university student. What I love about computer games is how diverse the field is. There is no subdomain in computer science that has no application in games - from Artificial Intelligence to Distributed Systems, from Databases to Graphics Programming, from Software Architecture Design to L... http://albiononline.com https://cdn.slidesharecdn.com/ss_thumbnails/albiononlinedevcomcologne2018-190106233231-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/making-an-independend-mmo-the-albion-online-story/127399111 Making an independend ... https://cdn.slidesharecdn.com/ss_thumbnails/salzdaviddeterministicsimulationgdce2016-161016160955-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/salz-david-deterministicsimulationgdce2016/67246362 Deterministic Simulati... https://cdn.slidesharecdn.com/ss_thumbnails/gcdc08-propertysystemforc-160604155817-thumbnail.jpg?width=320&height=320&fit=bounds davidsalz54/a-simple-and-powerful-property-system-for-c-talk-at-gcdc-2008-leipzig A simple and powerful ...