Worldspawn Game Design

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April 5, 2016

The future of gaming without lag: underwater data server that is installed in 90 days

The future of gaming without lag: underwater data server that is installed in 90 days

Tired of lag when you play online? Microsoft has found an ingenious solution and just taste it successfully. Called Project Natick , submarines and consists of servers that are installed in just 90 days they do not need refrigeration and get their energy from ocean currents.

The servers are housed in a cylindrical tank that gets the energy it needs to function ocean currents. Their life expectancy is 20 years, and has in its construction material that can harm marine life when it opened in an accident.

The future of gaming without lag: underwater data server that is installed in 90 days

Immerse a server has quite a few advantages. The first is a question of sustainability. Literally uses the ocean to dissipate heat, so no need for expensive cooling systems. However, the main reason to design a submarine is another server: eliminate latency or lag in communications.

One of the main problems of cloud services is that the servers that host often thousands of kilometers and the signal tine that travel hundreds of networks before reaching their destination. Natick Project servers can be installed near the coast in just 90 days. All you have to do is pull a cable to a facility on the bank to distribute the signal. If we consider that half the world’s population lives near coastal areas, it is a very interesting idea.

Right now, Microsoft is analyzing the experimental results with the first server to improve the design and eliminate problems. No date for the implementation of these devices commercially, but the idea of being able to take an online game without lag in certain areas is promising.

February 25, 2016

What happen with online games when their servers are closed? The EFF wants to recover

Play an ancient game is possible but sometimes it is difficult, requires the original hardware and in some cases back to find the platform and the original physical format is not available to everyone. Thanks to virtual consoles and emulators we can enjoy them simply but with modern titles is going on a new problem: its online functions.

Think of recent games that have online connectivity, either because no multiplayer options or because they have a call to a server to function. Given this scenario, the Electronic Frontier Foundation (EFF) wants us, as players, can continue to enjoy them once their creators have decided to close their servers.

An offline mode to preserve games

To illustrate this case we have games like Mario Kart DS or Nintendo Super Smash Bros. for Nintendo Wii. Recently the Kyoto company announced the termination of service of the online servers of both consoles which prevented, at first, enjoy modes requiring an Internet connection.

The community on its own has moved: he has managed to find ways to create parallel servers and redirect connections made ​​by the game and can still enjoy online modes or those that require preflight, what is known as a “call to home”.

The EFF wields a pair of arguments to defend their initiative. On the one hand to preserve the historical value videogames best and not meet a collection of modern games that are useless because the requirement of connections that determine the full or partial access to content.

On the other we have the players and their right to continue to enjoy the games without having to make changes on their own. To this we must also add the sales boom in digital and the eternal dilemma of who owns the content downloaded.

The EFF proposal is already on the table and now remains to be seen if the industry is mobilized to find solutions. At a time where more and more games use online services is a good idea to consider what is involved and the difficulties facing archiving and preserving its contents.

January 23, 2016

Games to learn programming languages


Learning through play is something interesting educational level for children, but also many who are not so little ones will want to learn playing or playing. While playing a video game you can learn to program thanks to a series of games you are going to present here. In this blog we have discussed on other occasions CodeCombat, an online video game to learn JavaScript, as your character will move and fight through what you would indicate the code you write.

Besides CodeCombat , there are other games that may interest you. But first, let ‘s focus on CodeCombat , which you can play from here. On the website you will also find some courses to start with JavaScript and be able to play properly, but if you have some basic knowledge you can start testing simple codes and the game will gradually complicated and therefore require more complex code. Moreover, being online, you can play from any platform …

But apart from CodeCombat more, may know Scratch, especially if you Raspberry Pi, and is a software that lets you learn some programming concepts, especially designed for children, thanks to an editor working with faceplates, allowing you to create simple games among other things. But Scratch is not a game itself, so we do not refer to this type of project. But you might like to know projects such as :

  • Vim Adventures: with this interesting game, you can learn programming with the famous Vim. It is also online, so you can enjoy it from any system to learn the language of vim.
  • Check Io : in this case, will play in a world where you have to explore your programming skills. Same as above, is online.
  • Code Pupil : more than a game itself, are online exercises to learn HTML and CSS language programming to program websites.
  • Verse Schema: a set of simple strategy based on PostgreSQL database and therefore must use SQL commands to advance. It is also an online game.
  • Cee Bot : can live these adventures and learn using programming languages ​​like C #, Java, and C ++.
  • Python Challenge : Finally, Python is a very popular language at present and easy to learn, but it will be even easier playing this game in which the raisins levels thanks to your Python code …


My new hosting solution is online. Featureprice went out of business, and so I am with ANHosts now. The biggest change is that now I use subdomains for hosted sites instead of web user accounts. I will set up redirects however, so if you type in an old web user url, it will resolve to the new subdomain. For example, is now, but you can type in the old address and still get to the site. I'll be getting the rest of my other little pages up soon enough.


There is a new hosted site, which offers tutorials on the Serious Engine based hunting titles Deer Hunter 2003 and Wild Wings 2003. The new site is here, and will have new content added to it in the future as well. Additionally, I have added a hosted sites section to the navbar on the left, where you can find a link to the site, as well as the other sites that are hosted here.


I have added a new page to my site, one that shows my desktop. I update it every once in a while with an autoupdating program. Check it out here.


Michael Harris has posted and updated Serious Editor Item by Item. You can download the file HERE. Description is as follows:

The Serious Editor: Item-by-Item help/doc HTML help file is a work-in-progress that attempts to document and discuss every feature of the Serious Editor for Serious Sam, item by item.
The v0.41 release of the Item-by-Item adds the following:
- integration with the Serious Editor (with Croteam's blessing and assistance), to provide context help (provides both What's This? help and F1 help (when an entity is selected)) for Second Encounter (patched to v1.07) and to provide partial context help (F1, but not What's This?) for First Encounter (patched to v1.05). The editor's original help remains accessible via Help or F1, when no entity is selected.
- additions by Merkaba48 (env reflection), Nathan Langton a.k.a. Pompey (ship material), Kallisti (enemy spawner, enemy marker, trigger), Carl Billen (damager), Nikola Mosettig and Iirion Claus (tactics holder), Leo "LSD" De Bruyn (GRO Files and Distribution and many/major extracts from his A Neophyte's guide to the Serious Editor Interface tutorial at, Armern (modelholder3 setup for SKA Studio models)
- coverage, or at least listing, of Second Encounter and 1.07 patch additions and enhancements (including CSG mode editing, new entities, etc.)
- and general cleanup/improvements (though it remains a work-in-progress)
And, of course, it is printable and searchable.
Installation instructions can be found in the readme file inside the zip file that v0.41 is distributed in.


For those of you interested in outstanding artwork, check out the newest site to be hosted here, the personal site of my buddy Mike Buck, located here: This man is a god, and I'm very pleased to be offering him web hosting.


I added a few more pics in the Levels section. Been busy, but I am planning a major site update soon.


Pics! Come and get your Pics. Check out some screenies in the Levels section.


I have finally got my "pimpin' pumpin' thumpin'" new resume up. Check it out.


Finally I've posted some tutorials. I have more, but they arent finished yet. I am also working up the personal section of the site. So many monkies, so few metal baseball bats. More updates soon!


This is a site redesign. I figure: better clean and organized than forever temporary and soon-to-be graphically mighty. The fact is, it is stopping me from getting the word out there. So here is the strip down model. Has everything that the deluxe model does, except the leather seats, in dash compass, and power windows/locks.