Google Tech Talks October 16, 2008 ABSTRACT An MMORPG project is challenging for any development team, let alone a distributed team of “amateur” volunteers. This talk will explore the internal design of the FOSS MMO project called PlaneShift, and how that design was influenced by the strengths and weaknesses of the team structure and the community. Topics will include server design, network topology, NPC AI and management and player security, among others. Speaker: Keith Fulton Keith Fulton is the CTO at ChoicePay, Inc. in Tulsa, Oklahoma which is an electronic payments company. In his spare time, he has been the principal architect on the PlaneShift project since 2001, along with dozens of other contributors. PlaneShift has over 500000 registered accounts and maintains a small, tight-knit community of players, fans and developers. The game is entirely written in C++ under the GPL.
Ponoko — the hub of a global personal manufacturing eco-system that brings together creators, digital fabricators, materials suppliers and buyers to make almost anything Don Christie introduces the finalists in […]
Google Tech Talks February, 25 2008 ABSTRACT We all love to hate large software systems. They are hard to build, hard to evolve, and don’t work very well. Why is […]
This is an interesting chat by David Cuartielles about open source and the virtues of open source hardware in particular. Mr. Cuartielles David is a microchip engineer from Spain, an […]
The Google team answers questions about Blink. Here are the timecodes for the list of questions from the Chrome Site. 1:12 What will be the relationship between the WebKit and […]