Posted on October 24, 2008 by Josh Heitzman
In the two days since I posted that I was waiting to see if App Engine or an alternative got to the goal first both App Engine and EC2 have edged forward.
Yesterday Amazon announced a private beta for their own monitoring, load balancing, and automatic scaling service offering. Such included services is one of [...]
Filed under: Web development | Tagged: Amazon EC2, App Engine, AppEngine, Cloud Computing, EC2, GAE, Google App Engine | Leave a Comment »
Posted on October 22, 2008 by Josh Heitzman
After tracking down numerous alternatives to Google App Engine after hitting a wall on Project Fangorn, I looked at the most promising alternatives in more depth. Here is what I found.
GigaSpaces
Using GigaSpaces XAP would mean–at a minimum–creating Python bindings to their C++ API and re-writing my data model. Actually running on their EC2 [...]
Filed under: Programming, Web development | Tagged: 10gen, Amazon EC2, Amazon SimpleDB, App Engine, AppEngine, Cloud Computing, Django, EC2, GAE, GigaSpaces, GigaSpaces XAP, Google App Engine, Hadoop, HBase, OpenSSI, Pylons, Python, Terracotta, Transactional Memory, XAP | 3 Comments »
Posted on October 17, 2008 by Josh Heitzman
As I hit a wall in my development of Project Fangorn on Google’s App Engine platform I started looking around for alternative platforms. While there are numerous providers that claim to provide a cloud very few of them actually have a distributed datastore and a hosting environment that automatically expands and contracts (i.e. scale) [...]
Filed under: Web development | Tagged: 10gen, Amazon EC2, Amazon S3, Amazon SimpleDB, App Engine, AppEngine, Cloud Computing, EC2, GAE, GigaSpaces, GigaSpaces XAP, Google App Engine, Platform as a Service, Utility Computing, XAP | 14 Comments »
Posted on October 16, 2008 by Josh Heitzman
Update 10/24/2008: It appears that the mcycle consumption of datastore operations are not actually counted against the soft cap and that GAE’s admin console is incorrectly including the consumption of datastore operations when issuing warnings about excessive mcycle consumption.
Update 12/16/2008: It starting to look like the mcycle consumption values I observed in GAE’s logs [...]
Filed under: Game Development, Web development | Tagged: App Engine, AppEngine, GAE, Google App Engine, Project Fangorn | 2 Comments »
Posted on October 10, 2008 by Josh Heitzman
I just played through all my initial turns for the playable prototypical preview of turn based web strategy game codenamed Project Fangorn that I deployed to Google App Engine earlier today. At this point you are confined to your majorverse (home base) and you can’t come into contact with other players; however, you can build [...]
Filed under: Game Development, Web development | Tagged: App Engine, AppEngine, GAE, Google App Engine, Project Fangorn | 1 Comment »
Posted on October 6, 2008 by Josh Heitzman
At this point, I’ve got all of the game features implemented that I wanted in place before publishing a prototypical preview of Project Fangorn onto Google App Engine. Fours things remain before publishing the preview:
Implement robust cross-entity cross-request update mechanism for changes to entities that are not all in the same entity group.
Improve error handling
Update [...]
Filed under: Game Development, Web development | Tagged: App Engine, AppEngine, GAE, Google App Engine, Project Fangorn | 1 Comment »
Posted on October 3, 2008 by Josh Heitzman
Now that I’ve got enough of Project Fangorn’s features implemented for it to be playable, I spent some time reflecting on the experience of utilizing Google App Engine’s datastore and it strikes me that there are things about it that actually don’t scale and its API does not provide it-just-works (IJW) scalability. In theory [...]
Filed under: Web development | Tagged: App Engine, AppEngine, GAE, Google App Engine, Project Fangorn, Python | Leave a Comment »
Posted on October 2, 2008 by Josh Heitzman
Game Design
In thinking about the exploits feature (as previously mentioned) I came to the conclusion that having players achieve singular global exploits by being the first to do something would give to much advantage to those who start a hear, round, or game exactly when it began. First I was thinking about changing it to [...]
Filed under: Game Development | Tagged: Game Design, Project Fangorn | Leave a Comment »