Hello Arvind,
the cyclic change idea is really marvellous , thank you
You're welcome. :)
but we store each round, because we need player actions for further
analysis about game trends
Normally the different analyze-forms and goals are known from the
beginning. You could use a more compact
the cyclic change idea is really marvellous , thank you
but we store each round, because we need player actions for further analysis
about game trends
returnstrikeHP is a random number in range, that is calculated when a player
strikes back. although as you write,
we can calculate the diffe
Arvind Singh wrote:
>
> ok,
>
> thanks i will look into walbuffers
>
> asynchronous_commit=off is a doubt for responsive environment (pg manual).
> for ex.
>
> would it help if,
>
> a game player , has to perform next move on basis of his/her previous move
> plus other players move.
> al
Hello Arvind,
i worked on MMO (and especially their performance) some time ago. I
really like(d) them. :)
we are all aware of the popular trend of MMO games. where players face
To understand my query, please consider the following scenario
/we store game progress in a postgres table./
A to
particular set is retrieved with a
minimalistic data portfolio
> Date: Thu, 18 Oct 2012 11:24:00 -0300
> From: alvhe...@2ndquadrant.com
> To: laurenz.a...@wien.gv.at
> CC: arvin...@hotmail.com; pgsql-general@postgresql.org
> Subject: Re: [GENERAL] Improve MMO Game Performance
&g
Alvaro Herrera wrote:
>>> Are there any particular settings or methods available to improve
Just
>>> insert_table operations
>>
>> The obvious ones:
>> - Wrap several of them in a transaction.
>> - Increase checkpoint_segments.
>> - Set fsync=off and hope you don't crash.
>
> I think it would work
Albe Laurenz wrote:
> Arvind Singh wrote:
> > Are there any particular settings or methods available to improve Just
> insert_table operations
>
> The obvious ones:
> - Wrap several of them in a transaction.
> - Increase checkpoint_segments.
> - Set fsync=off and hope you don't crash.
I think it
Chris Angelico wrote:
>> - Set fsync=off and hope you don't crash.
>
> Ouch. I might consider that for a bulk import operation or something,
> but not for live usage. There's plenty else can be done without
> risking data corruption.
I didn't mean that to be an alternative that anybody should
con
On Mon, Oct 15, 2012 at 7:16 PM, Albe Laurenz wrote:
> - Set fsync=off and hope you don't crash.
Ouch. I might consider that for a bulk import operation or something,
but not for live usage. There's plenty else can be done without
risking data corruption.
ChrisA
--
Sent via pgsql-general mail
Arvind Singh wrote:
> Are there any particular settings or methods available to improve Just
insert_table operations
The obvious ones:
- Wrap several of them in a transaction.
- Increase checkpoint_segments.
- Set fsync=off and hope you don't crash.
Yours,
Laurenz Albe
--
Sent via pgsql-genera
ct: Re: [GENERAL] Improve MMO Game Performance
> From: scott.marl...@gmail.com
> To: arvin...@hotmail.com
> CC: pgsql-general@postgresql.org; laurenz.a...@wien.gv.at
>
> On Sat, Oct 13, 2012 at 5:52 AM, Arvind Singh wrote:
> > we are all aware of the popular trend of MMO gam
On 10/13/2012 07:52 PM, Arvind Singh wrote:
we are all aware of the popular trend of MMO games. where players face
each other live.
My area of concern, is storage of player moves and game results.
Using Csharp and PostgreSql
The game client is browser based ASP.NET and calls Csharp f
On Sat, Oct 13, 2012 at 5:52 AM, Arvind Singh wrote:
> we are all aware of the popular trend of MMO games. where players face each
> other live.
>
> My area of concern, is storage of player moves and game results.
> Using Csharp and PostgreSql
> The game client is browser based ASP.NET and calls C
On Sat, Oct 13, 2012 at 1:52 PM, Arvind Singh wrote:
>
> To understand my query, please consider the following scenario
> we store game progress in a postgres table.
> A tournament starts with four players and following activity
>
> Each player starts with 100hitpoints
> player 1 makes a strike (
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