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	<title>Comments on: AjaxWar Tech Demo</title>
	<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/</link>
	<description>Jeff talks about various things, though nothing very specific.</description>
	<pubDate>Sat, 22 Nov 2008 00:02:55 +0000</pubDate>
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		<title>by: adam</title>
		<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-11</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-11</guid>
					<description>Powered by self modifying javascript -- now with advanced whitening action!</description>
		<content:encoded><![CDATA[<p>Powered by self modifying javascript &#8212; now with advanced whitening action!
</p>
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		<title>by: Adam Smith</title>
		<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-12</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-12</guid>
					<description>I guess we should also point out that the system can handle n-players in n-games simultaneously even when players are grouped behind NAT/proxies/etc or even on the same box (as the demo shows) AND, oh yes, the demo was shot with g_fx = false.  Normally there are crazy fading and puffing animations whenver things are built or destroyed.</description>
		<content:encoded><![CDATA[<p>I guess we should also point out that the system can handle n-players in n-games simultaneously even when players are grouped behind NAT/proxies/etc or even on the same box (as the demo shows) AND, oh yes, the demo was shot with g_fx = false.  Normally there are crazy fading and puffing animations whenver things are built or destroyed.
</p>
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		<title>by: Andy Smith</title>
		<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-13</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-13</guid>
					<description>nub.</description>
		<content:encoded><![CDATA[<p>nub.
</p>
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		<title>by: Adam Smith</title>
		<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-14</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-14</guid>
					<description>Didnt Machiavelli say something like...
"The wise prince, therefore, has always to divert his efforts to construction of his own [production units] before offense upon his neighbors. For otherwise he should find himself named a nub when his enemies come upon him."</description>
		<content:encoded><![CDATA[<p>Didnt Machiavelli say something like&#8230;<br />
&#8220;The wise prince, therefore, has always to divert his efforts to construction of his own [production units] before offense upon his neighbors. For otherwise he should find himself named a nub when his enemies come upon him.&#8221;
</p>
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		<title>by: Ben</title>
		<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-15</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-15</guid>
					<description>Cool idea! I'm tempted to write my own! Are you keen to develop on this again? I was thinking combine the above idea with a google-maps-esque scrollable region and create a simple space or ocean-based strategy game. Use ruby for the back-end language and prototype/effects (mir.aculo.us) to handle the js effects.</description>
		<content:encoded><![CDATA[<p>Cool idea! I&#8217;m tempted to write my own! Are you keen to develop on this again? I was thinking combine the above idea with a google-maps-esque scrollable region and create a simple space or ocean-based strategy game. Use ruby for the back-end language and prototype/effects (mir.aculo.us) to handle the js effects.
</p>
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		<title>by: Jeff Lindsay</title>
		<link>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-16</link>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid>http://blogrium.com/2005/05/08/ajaxwar-tech-demo/#comment-16</guid>
					<description>Ben,

I don't think so. I will work on the game again eventually, but in Flash. We were trying to think of a simpler game that could use this technology, but we ended up working on other things.

At one point, we actually wanted to use Google Maps as a playing ground... so you could play on top of real world locations. Actually, that was for another game, but we were talking about it while we worked on this. ; )

We used PHP for the backend because we know it well. Ruby is awesome though (well, mostly because of Rails). We did use Prototype and Effects in AjaxWar though.
</description>
		<content:encoded><![CDATA[<p>Ben,</p>
<p>I don&#8217;t think so. I will work on the game again eventually, but in Flash. We were trying to think of a simpler game that could use this technology, but we ended up working on other things.</p>
<p>At one point, we actually wanted to use Google Maps as a playing ground&#8230; so you could play on top of real world locations. Actually, that was for another game, but we were talking about it while we worked on this. ; )</p>
<p>We used PHP for the backend because we know it well. Ruby is awesome though (well, mostly because of Rails). We did use Prototype and Effects in AjaxWar though.
</p>
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