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nivviv
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1.
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by
nivviv
6y ago
I think there might be a misunderstanding. I'm just talking about the multiplayer service infrastructure, not the whole game. Despite doing a lot and having a lot of smaller moving parts, the mp infra is of moderate code size and build
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by
nivviv
6y ago
I can't speak about go vs nim generally, but: Our particular design is a bunch of single-threaded apps on a message bus. Each app (network ingress/egress, data handling, relays, etc) sits on the bus, and can use async/await t
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by
nivviv
6y ago
Our production stuff runs on Linux, so we just wrap it into docker and that's that. Personally, I develop on Mac and it runs natively there the same as on Linux. Windows binaries for the tooling releases I used to build with a cross-co
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by
nivviv
6y ago
Go was a consideration and there are a few libraries internally existed for Go at that point, but nim in the end won out on acceptance and it convinced - despite the known risks of using a only semi-mature language - on feasibility in getti
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by
nivviv
6y ago
I've been using vscode+nim. Debugging was mostly just writing correct code in the first place! ;) The only gripe I have is sometimes nimsuggest hanging itself at 100% cpu use, and I have to kill it manually. Even with the rather oldsch
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by
nivviv
6y ago
A small perspective insight from a game developer: We (Beamdog) are using nim in production for Neverwinter Nights: Enhanced Edition, for the serverside parts of running the multiplayer infra. nim is uniquely good in providing an immense am
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by
nivviv
9y ago
https://nwnx.io/ A project that injects via LD_PRELOAD into a game called Neverwinter Nights (now Enhanced Edition). It lets content authors/admins add things like database support, more scripting languages, extensive
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by
nivviv
10y ago
Any way to get in and have a play? docker id: nivviv