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CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary,CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE MAKING OF WARCRAFT PART 3 The making of Warcraft part 3. The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME April 6, 2012 by Patrick Wyatt 2 Comments. I spoke this year at the Game Developers Conference (GDC 2012) on “Writing Server and Network Code for Your Online Game”. Since I tend to talk quickly, to say the least, I thought it only fair to post my presentation slides for those who attended but didn’t manage to take notes fast enough. I THE MAKING OF WARCRAFT PART 1 THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
TOUGH TIMES ON THE ROAD TO STARCRAFT Tough times on the road to Starcraft. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. INSTALLING FIREWALL EXCEPTION RULES PROGRAMMATICALLY About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, ABOUT ME - CODE OF HONOR My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary,CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE MAKING OF WARCRAFT PART 3 The making of Warcraft part 3. The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME April 6, 2012 by Patrick Wyatt 2 Comments. I spoke this year at the Game Developers Conference (GDC 2012) on “Writing Server and Network Code for Your Online Game”. Since I tend to talk quickly, to say the least, I thought it only fair to post my presentation slides for those who attended but didn’t manage to take notes fast enough. I THE MAKING OF WARCRAFT PART 1 THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
TOUGH TIMES ON THE ROAD TO STARCRAFT Tough times on the road to Starcraft. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. INSTALLING FIREWALL EXCEPTION RULES PROGRAMMATICALLY About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about the ARCHIVES - CODE OF HONOR The making of Warcraft part 3. StarCraft: Orcs in space go down in flames. Avoiding game crashes related to linked lists. Tough times on the road to Starcraft. The making of Warcraft part 2. Debugging running server applications. Marketing yourself as a programmer. The making of Warcraft part 1. Scaling Guild Wars for massive concurrency.CODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. THE STARCRAFT PATH-FINDING HACK Game-unit path-finding is something that most players never notice until it doesn’t work quite right, and then that minor issue becomes a rage-inducing, end-of-the-world problem.During the development of StarCraft there were times when path-finding just didn’t work at all.. As the development of StarCraft dragged on it seemed like it would never be done: the game was always two months fromCODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
CODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons their UH-OH: WAS THE COMPANY SITE HACKED? But we HAD to deploy the site! So I hacked together a trivial solution which scraped all the web pages from a QA-test server and we posted those files on the public web server. For the technically inclined: wget --input-file list-of-urls-to-scrape.txt --mirror. Since we weren’t running a dynamic language on the web server, the attacksurface
MARKETING YOURSELF AS A PROGRAMMER About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
A better way to update SQL stored procedures. October 30, 2011 by Patrick Wyatt 9 Comments. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn't work if you're trying to run a high-availability service. Here's the (broken) drop+create pattern: --Delete the stored .
WHOSE BUG IS THIS ANYWAY?!? About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, ABOUT ME - CODE OF HONOR My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary,CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE MAKING OF WARCRAFT PART 3 The making of Warcraft part 3. The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME April 6, 2012 by Patrick Wyatt 2 Comments. I spoke this year at the Game Developers Conference (GDC 2012) on “Writing Server and Network Code for Your Online Game”. Since I tend to talk quickly, to say the least, I thought it only fair to post my presentation slides for those who attended but didn’t manage to take notes fast enough. I THE MAKING OF WARCRAFT PART 1 THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
TOUGH TIMES ON THE ROAD TO STARCRAFT Tough times on the road to Starcraft. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. INSTALLING FIREWALL EXCEPTION RULES PROGRAMMATICALLY About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, ABOUT ME - CODE OF HONOR My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary,CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE MAKING OF WARCRAFT PART 3 The making of Warcraft part 3. The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME April 6, 2012 by Patrick Wyatt 2 Comments. I spoke this year at the Game Developers Conference (GDC 2012) on “Writing Server and Network Code for Your Online Game”. Since I tend to talk quickly, to say the least, I thought it only fair to post my presentation slides for those who attended but didn’t manage to take notes fast enough. I THE MAKING OF WARCRAFT PART 1 THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
TOUGH TIMES ON THE ROAD TO STARCRAFT Tough times on the road to Starcraft. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. INSTALLING FIREWALL EXCEPTION RULES PROGRAMMATICALLY About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about the ARCHIVES - CODE OF HONOR The making of Warcraft part 3. StarCraft: Orcs in space go down in flames. Avoiding game crashes related to linked lists. Tough times on the road to Starcraft. The making of Warcraft part 2. Debugging running server applications. Marketing yourself as a programmer. The making of Warcraft part 1. Scaling Guild Wars for massive concurrency.CODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. THE STARCRAFT PATH-FINDING HACK Game-unit path-finding is something that most players never notice until it doesn’t work quite right, and then that minor issue becomes a rage-inducing, end-of-the-world problem.During the development of StarCraft there were times when path-finding just didn’t work at all.. As the development of StarCraft dragged on it seemed like it would never be done: the game was always two months fromCODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
CODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons their UH-OH: WAS THE COMPANY SITE HACKED? But we HAD to deploy the site! So I hacked together a trivial solution which scraped all the web pages from a QA-test server and we posted those files on the public web server. For the technically inclined: wget --input-file list-of-urls-to-scrape.txt --mirror. Since we weren’t running a dynamic language on the web server, the attacksurface
MARKETING YOURSELF AS A PROGRAMMER About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
A better way to update SQL stored procedures. October 30, 2011 by Patrick Wyatt 9 Comments. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn't work if you're trying to run a high-availability service. Here's the (broken) drop+create pattern: --Delete the stored .
WHOSE BUG IS THIS ANYWAY?!? About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, ABOUT ME - CODE OF HONOR My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
I've been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts THE STARCRAFT PATH-FINDING HACK Game-unit path-finding is something that most players never notice until it doesn’t work quite right, and then that minor issue becomes a rage-inducing, end-of-the-world problem.During the development of StarCraft there were times when path-finding just didn’t work at all.. As the development of StarCraft dragged on it seemed like it would never be done: the game was always two months from CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary,CODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. UH-OH: WAS THE COMPANY SITE HACKED? Anyone who runs a web site knows that they’re constantly under attack. You only have to look at your log files to know that hackers running site-scanners are constantly hitting your servers looking for unpatched vulnerabilities to exploit. One of the servers I wrote for Guild Wars 1 — named AcctHttpSrv — was designed toCODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons their STARCRAFT: ORCS IN SPACE GO DOWN IN FLAMES In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft — derisively called “Orcs in space” in 1996 — into the award-winning game that we were finally able to deliver after two more years of hardship. But one noteworthy source of inspiration didn’t make it into my previous article, and that’s what I’m going to INSTALLING FIREWALL EXCEPTION RULES PROGRAMMATICALLY About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, ABOUT ME - CODE OF HONOR My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
I've been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts THE STARCRAFT PATH-FINDING HACK Game-unit path-finding is something that most players never notice until it doesn’t work quite right, and then that minor issue becomes a rage-inducing, end-of-the-world problem.During the development of StarCraft there were times when path-finding just didn’t work at all.. As the development of StarCraft dragged on it seemed like it would never be done: the game was always two months from CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary,CODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. UH-OH: WAS THE COMPANY SITE HACKED? Anyone who runs a web site knows that they’re constantly under attack. You only have to look at your log files to know that hackers running site-scanners are constantly hitting your servers looking for unpatched vulnerabilities to exploit. One of the servers I wrote for Guild Wars 1 — named AcctHttpSrv — was designed toCODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons their STARCRAFT: ORCS IN SPACE GO DOWN IN FLAMES In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft — derisively called “Orcs in space” in 1996 — into the award-winning game that we were finally able to deliver after two more years of hardship. But one noteworthy source of inspiration didn’t make it into my previous article, and that’s what I’m going to INSTALLING FIREWALL EXCEPTION RULES PROGRAMMATICALLY About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. THE MAKING OF WARCRAFT PART 3 The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the economics of the game business, fog of war and more. Read on if youCODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons their THE MAKING OF WARCRAFT PART 1 About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking,CODE OF HONOR
Game design, programming and more. 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 memorycorruption.
UH-OH: WAS THE COMPANY SITE HACKED? About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, WHOSE BUG IS THIS ANYWAY?!? About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, DEBUGGING RUNNING SERVER APPLICATIONS About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, PATRICK WYATT, AUTHOR AT CODE OF HONOR Anyone who runs a web site knows that they’re constantly under attack. You only have to look at your log files to know that hackers running site-scanners are constantly hitting your servers looking for unpatched vulnerabilities to exploit. 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, manyCODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about the ABOUT ME - CODE OF HONORCADET HONOR CODEDEFINITION OF PERSONAL HONORHARVARD HONOR CODEHONOR CODE EXAMPLEHONOR CODE STATEMENTUMD HONORCODE
My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons theirCODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary, THE MAKING OF WARCRAFT PART 1 A BETTER WAY TO UPDATE SQL STORED PROCEDURES A better way to update SQL stored procedures. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn’t work if you’re trying to run a high-availability service. Here’s the (broken) drop+create pattern: There’s nothing wrongCODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about the ABOUT ME - CODE OF HONORCADET HONOR CODEDEFINITION OF PERSONAL HONORHARVARD HONOR CODEHONOR CODE EXAMPLEHONOR CODE STATEMENTUMD HONORCODE
My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons theirCODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary, THE MAKING OF WARCRAFT PART 1 A BETTER WAY TO UPDATE SQL STORED PROCEDURES A better way to update SQL stored procedures. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn’t work if you’re trying to run a high-availability service. Here’s the (broken) drop+create pattern: There’s nothing wrongCODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about theCODE OF HONOR
A better way to update SQL stored procedures. October 30, 2011 by Patrick Wyatt 9 Comments. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn't work if you're trying to run a high-availability service. Here's the (broken) drop+create pattern: --Delete the stored .
THE MAKING OF WARCRAFT PART 3 The making of Warcraft part 3. The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the MARKETING YOURSELF AS A PROGRAMMER About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, TOUGH TIMES ON THE ROAD TO STARCRAFT Tough times on the road to Starcraft. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. WHOSE BUG IS THIS ANYWAY?!? About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, REDUCING PERCEIVED LATENCY This slide caught my attention because the same trick is a cornerstone of good online game design: To ensure a great online game-play experience, your job as a game designer is to minimize the perceived latency between initiating an action and having that action actually take effect in-game, even though there may be 300-400 hundredmilliseconds
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 PATRICK WYATT, AUTHOR AT CODE OF HONOR Stay Awhile and Listen. October 31, 2013 by Patrick Wyatt 37 Comments. Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME April 6, 2012 by Patrick Wyatt 2 Comments. I spoke this year at the Game Developers Conference (GDC 2012) on “Writing Server and Network Code for Your Online Game”. Since I tend to talk quickly, to say the least, I thought it only fair to post my presentation slides for those who attended but didn’t manage to take notes fast enough. ICODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about the ABOUT ME - CODE OF HONORCADET HONOR CODEDEFINITION OF PERSONAL HONORHARVARD HONOR CODEHONOR CODE EXAMPLEHONOR CODE STATEMENTUMD HONORCODE
My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons theirCODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary, THE MAKING OF WARCRAFT PART 1 A BETTER WAY TO UPDATE SQL STORED PROCEDURES A better way to update SQL stored procedures. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn’t work if you’re trying to run a high-availability service. Here’s the (broken) drop+create pattern: There’s nothing wrongCODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about the ABOUT ME - CODE OF HONORCADET HONOR CODEDEFINITION OF PERSONAL HONORHARVARD HONOR CODEHONOR CODE EXAMPLEHONOR CODE STATEMENTUMD HONORCODE
My name is Patrick Wyatt; I’m a lifelong programmer, game developer, and game-player, and as of 2004, a parent as well. I live in Bellevue, Washington, just across the lake from Seattle, where all the cool kids live. This is my blog. There are many like it — infrequentlyupdated, lacking
CODE OF HONOR
Before Instagram was a billion dollar company, Mike Krieger posted a presentation called Secrets to Lightning Fast Mobile Design about how his team made the Instagram photo-sharing application feel so responsive, which is one of the key reasons theirCODE OF HONOR
Game design, programming and more. A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. MARKETING YOURSELF AS A PROGRAMMER A number of readers asked questions about programming careers, both about getting into game-development as well as staying employed in software engineering. I started writing a comment to JM about age-discrimination but it turned into this blog post about getting a great software engineering job. JM asked: How did you manage to stayin this
CODE OF HONOR
StarCraft: Orcs in space go down in flames. September 27, 2012 by Patrick Wyatt 57 Comments. In my previous article about StarCraft I talked about why we rebooted the project and changed it from a follow-on to Warcraft -- derisively called "Orcs in space" in 1996 -- into the award-winning game that we were finally able to deliver aftertwo .
THE STARCRAFT PATH-FINDING HACK StarCraft map with 8×8 cells. Because the project was always two months from launch it was inconceivable that there was enough time to re-engineer the terrain engine to make path-finding easier, so the path-finding code just had to be made to work. To handle all the tricky edge-cases, the pathing code exploded into a giganticstate-machine
CHOOSING A GAME NETWORK LIBRARY Since I’ve been developing online games since 1991, many folks have asked me to recommend a 3rd-party network library for their game project. Unfortunately, I can’t! At least I can’t recommend one from personal experience because the projects I’ve worked on — Warcraft, Diablo, Starcraft, battle.net and Guild Wars – were all built on proprietary, THE MAKING OF WARCRAFT PART 1 A BETTER WAY TO UPDATE SQL STORED PROCEDURES A better way to update SQL stored procedures. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn’t work if you’re trying to run a high-availability service. Here’s the (broken) drop+create pattern: There’s nothing wrongCODE OF HONOR
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful time. But for those of you who have enjoyed my blogging about theCODE OF HONOR
A better way to update SQL stored procedures. October 30, 2011 by Patrick Wyatt 9 Comments. A common pattern to manage SQL stored procedures is to drop the current procedure and recreate it. Unfortunately, this doesn't work if you're trying to run a high-availability service. Here's the (broken) drop+create pattern: --Delete the stored .
THE MAKING OF WARCRAFT PART 3 The making of Warcraft part 3. The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the MARKETING YOURSELF AS A PROGRAMMER About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, TOUGH TIMES ON THE ROAD TO STARCRAFT Tough times on the road to Starcraft. I’ve been writing about the early development of Warcraft, but a recent blog post I read prompted me to start scribbling furiously, and the result is this three-part, twenty-plus page article about the development of StarCraft, along with my thoughts about writing more reliable game code. WHOSE BUG IS THIS ANYWAY?!? About Patrick Wyatt. As a game developer with more than 22 years in the industry I have helped build small companies into big ones (VP of Blizzard, Founder of ArenaNet, COO of En Masse Entertainment); lead the design and development efforts for best-selling game series (Warcraft, Diablo, Starcraft, Guild Wars); written code for virtually every aspect of game development (networking, REDUCING PERCEIVED LATENCY This slide caught my attention because the same trick is a cornerstone of good online game design: To ensure a great online game-play experience, your job as a game designer is to minimize the perceived latency between initiating an action and having that action actually take effect in-game, even though there may be 300-400 hundredmilliseconds
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 PATRICK WYATT, AUTHOR AT CODE OF HONOR Stay Awhile and Listen. October 31, 2013 by Patrick Wyatt 37 Comments. Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderful WRITING SERVER AND NETWORK CODE FOR YOUR ONLINE GAME April 6, 2012 by Patrick Wyatt 2 Comments. I spoke this year at the Game Developers Conference (GDC 2012) on “Writing Server and Network Code for Your Online Game”. Since I tend to talk quickly, to say the least, I thought it only fair to post my presentation slides for those who attended but didn’t manage to take notes fast enough. ICODE OF HONOR
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GAME DESIGN, GAME PROGRAMMING AND MORE STAY AWHILE AND LISTEN October 31, 2013 by Patrick Wyatt37 Comments
Developing games is a full-time occupation, so it is no surprise that I’ve had less time for blogging as I’ve started creating a new game. After a two-year stint helping other folks publish their games I’m back to coding and game design full-time and having a wonderfultime.
But for those of you who have enjoyed my blogging about the early years of Blizzard Entertainment and the development of Warcraft, StarCraft and Diablo, and want more, I’m glad to be able to share the news: there’s a book available today about those very subjects! Back in January, 2011, an author named David Craddock contacted me to chat about my experiences in the game industry, and what caused Blizzard to go from an unassuming startup to the dominating presenceit has today.
Over the past couple of years David interviewed me and many other folks who were there from the early years of Blizzard and Blizzard North, and his book provides an intimate look at their games and thepeople involved.
During those formative years of my career in the game industry — Blizzard was my first job coming out of college — I discovered joy and sorrow in large measures. I still have raw feelings from some events of those times, and I still look back with fondness on many others. This book is about our naivete and hopefulness as we undertook an adventure to reinvent the game industry. I hope you’ll enjoy the book: Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire Filed Under: Game historyTagged With:
Diablo
UH-OH: WAS THE COMPANY SITE HACKED? May 9, 2013 by Patrick Wyatt14 Comments
Anyone who runs a web site knows that they're constantly under attack. You only have to look at your log files to know that hackers running site-scanners are constantly hitting your servers looking for unpatched vulnerabilities to exploit. One of … Filed Under: Security THE STARCRAFT PATH-FINDING HACK February 20, 2013 by Patrick Wyatt79 Comments
Game-unit path-finding is something that most players never notice until it doesn't work quite right, and then that minor issue becomes a rage-inducing, end-of-the-world problem. During the development of StarCraft there were times when path-finding … Filed Under: Game designTagged With:
Starcraft
WHOSE BUG IS THIS ANYWAY?!? December 18, 2012 by Patrick Wyatt95 Comments
At a certain point in every programmer's career we each find a bug that seems impossible because the code is right, dammit! So it must be the operating system, the tools or the computer that's causing the problem. Right?!? Today's story is about … Filed Under: ProgrammingTagged With:
debugging , Guild Wars, Starcraft
THE MAKING OF WARCRAFT PART 3 November 12, 2012 by Patrick Wyatt59 Comments
The first-ever multiplayer game of Warcraft was a crushing victory, an abject defeat, and a tie, all at once. Wait, how is that possible? Well, therein lies a tale. This tale grew organically during the writing to include game AI, the economics of … Filed Under: Game designTagged With:
Warcraft
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