Blog articles tagged 'games'

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on 11/21/2016 2:00 AM
Tweet Hello, here are the recordings of my two talks at Oredev with accompanying slides. Modelling game economy with neo4j Oredev from Yan Cui   Fear and loathing with APL (oredev) from Yan Cui Tweet
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on 11/17/2016 1:29 PM
Tweet Hello, The slides and recording of my webinar on Tuesday is now live, thanks to the folks at PostSharp for the quick turnaround! Simplify Localization with Design Pattern Automation from Yan Cui Tweet
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on 7/1/2015 8:51 PM
Pentago is a favorite board game of mine, which I used to play regularly with coworkers during lunch (and occasionally during not-lunch). The rules are very simple, and casual games can be played in just a few minutes, but it's deep enough to still be sat[...]
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on 4/10/2015 3:00 AM
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on 4/8/2015 3:00 AM
Tweet In Here Be Monsters, we have a MMORPG that is content-heavy with over: 5000 items 800 recipes 500 locations 1500 quests and since the contents are highly connected, it makes balancing the game a rather interesting and challenging problem for our sma[...]
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on 8/10/2014 4:18 PM
Nowadays you see plenty of stories about Continuous Integration, Continuous Delivery and Continuous Deployment on the web, and it’s great to see that the industry is moving in this direction, with more and more focus on automation rather than hiring human[...]
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on 7/27/2014 5:28 PM
In our MMORPG title Here Be Monsters, we offer the players a virtual world to explore where they can visit towns and spots; forage fruits and gather insects and flowers; tend to farms and animals in their homesteads; make in-game buddies and help each oth[...]
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on 2/11/2014 3:48 PM
I gave a talk about our use of F# at last year’s CodeMesh event, and the recording is now up on Vimeo. Yan Cui — F# in Social Gaming from Erlang Solutions on Vimeo.   You can also find the slides for the talk up on SlideShare:   F# in social gaming from Y[...]
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on 10/25/2013 5:11 PM
…when Here Be Monsters players are up to their old tricks again! Here’s a selection of their work:
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on 9/29/2013 8:55 AM
Only a quick post this week. Last time we looked at SpriteKit and how to add some particle emmiters to simulate a star-field and exhaust on a spaceship, this time lets look at adding some touch based input to move the spaceship around.
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