Game design, game programming and more

Archives for November 2011

Your new() is not my new()

One of the problems I’ve experienced using third-party DLLs is the way that they handle new and delete for C++ classes, which can lead to memory leaks or even memory corruption. This was a particular problem when developing the Guild Wars model and animation exporter for 3ds Max, since 3ds Max uses plugins extensively, many […]

Using transaction rate-limiting to improve service reliability

I develop and publish multiplayer games for a living, and have discovered some useful solutions for running reliable online services. The one I’m writing about today is how to implement reasonable usage limits so that services are less likely to be abused by hackers. Y’see, hackers find ways to manipulate games by simulating the behavior […]