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	<title>Potential Games LLC &#187; Developer&#8217;s Cave</title>
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	<link>http://www.potentialgames.com/blog</link>
	<description>Notes of a Potential Independent Game Developer</description>
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		<title>Java Sockets: Detecting Lost Clients</title>
		<link>http://www.potentialgames.com/blog/2011/02/27/java-sockets-detecting-lost-clients/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/27/java-sockets-detecting-lost-clients/#comments</comments>
		<pubDate>Mon, 28 Feb 2011 01:05:13 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[networking]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=723</guid>
		<description><![CDATA[Running autonomous test clients against my game server, I kept generating a situation in which several client network connections (TCP) remained open. This resulted in those client sessions remaining active long after the client had disconnected. This had the potential to retain game state in the server, preventing memory from being reclaimed (effectively a memory [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>2011 Week 8: Scalability II</title>
		<link>http://www.potentialgames.com/blog/2011/02/26/2011-week-8-scalability-ii/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/26/2011-week-8-scalability-ii/#comments</comments>
		<pubDate>Sat, 26 Feb 2011 21:59:09 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=717</guid>
		<description><![CDATA[Remember those client/gameplay updates I've been promising... I'm almost ready to get going on that. This week I've been hunting down excessive server memory allocations and deflating them. The goal is to have a predictable (and low) memory profile, so I can gauge the RAM required to support N players (as N approaches infinity, if [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lost Animations Recovered from Hex</title>
		<link>http://www.potentialgames.com/blog/2011/02/07/lost-animations-recovered-from-hex/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/07/lost-animations-recovered-from-hex/#comments</comments>
		<pubDate>Mon, 07 Feb 2011 16:29:07 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=701</guid>
		<description><![CDATA[I had inadvertently placed a hex upon my avatar animation sequences when I chose to number the frames in hexadecimal. Several avatar animations, including all of the attack and death sequences, had been cut short. The logic for loading animation frames counts in hex [00,01,...,09,0a,0b,...]. However, the external resources were numbered in decimal [00,01,...,09,10,11,...]. After [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>2011 Week 5: Rendering</title>
		<link>http://www.potentialgames.com/blog/2011/02/05/2011-week-5-rendering/</link>
		<comments>http://www.potentialgames.com/blog/2011/02/05/2011-week-5-rendering/#comments</comments>
		<pubDate>Sun, 06 Feb 2011 02:24:56 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=692</guid>
		<description><![CDATA[As a respite from server improvements, I've spent most of this week on client-side graphic rendering improvements. The updates are not yet released, as there is one more little item to deal with. Since it's not quite finished, I haven't taken precise measurements yet, but preliminary results look like about 80% speedup to the world [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Flyweight Coordinates</title>
		<link>http://www.potentialgames.com/blog/2011/01/27/flyweight-coordinates/</link>
		<comments>http://www.potentialgames.com/blog/2011/01/27/flyweight-coordinates/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 16:07:08 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[design patterns]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=677</guid>
		<description><![CDATA[While profiling the runtime memory allocation in my game server, I found that my Coordinate class had far-and-away the most numerous instances (over 600,000 at one count). Even though small (each Coordinate includes latitude and longitude integers), this was also the largest contributor to live memory in the Java Virtual Machine. The JVM is very [...]]]></description>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Undesirable Characters Hanging About</title>
		<link>http://www.potentialgames.com/blog/2011/01/23/undesirable-characters-hanging-about/</link>
		<comments>http://www.potentialgames.com/blog/2011/01/23/undesirable-characters-hanging-about/#comments</comments>
		<pubDate>Mon, 24 Jan 2011 03:37:47 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=673</guid>
		<description><![CDATA[In my personal obsession to deallocate all unnecessary content from server memory, I was down to one or two Character objects still hanging around after all clients had exited. Notice that these aren't java.lang.Character objects, but instances of my gameplay Character class. The issue was that somewhere some subsystem was holding a (hard) reference to [...]]]></description>
		<wfw:commentRss>http://www.potentialgames.com/blog/2011/01/23/undesirable-characters-hanging-about/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>2011 Week 2: Deallocation</title>
		<link>http://www.potentialgames.com/blog/2011/01/14/2011-week-2-deallocation/</link>
		<comments>http://www.potentialgames.com/blog/2011/01/14/2011-week-2-deallocation/#comments</comments>
		<pubDate>Sat, 15 Jan 2011 01:48:35 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=660</guid>
		<description><![CDATA[Development week 2 of 2011 culminated in a more general approach to server memory management. As shown in last week's post, memory tends to allocate and stay that way. Even after the hordes of playtesters (both of them) have turned in for the evening, server memory remains at high consumption. This makes for some dull [...]]]></description>
		<wfw:commentRss>http://www.potentialgames.com/blog/2011/01/14/2011-week-2-deallocation/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>2011 Week 1: Performance</title>
		<link>http://www.potentialgames.com/blog/2011/01/07/2011-week-1-performance/</link>
		<comments>http://www.potentialgames.com/blog/2011/01/07/2011-week-1-performance/#comments</comments>
		<pubDate>Sat, 08 Jan 2011 01:32:02 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[RPG Alpha]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=644</guid>
		<description><![CDATA[This week, I was distracted by my Internet connection failing regularly. A few hours on the phone and a couple cable modems later, I think I'm stable once again. None of this affects the test server, which has been running smoothly, even though it's (meager) memory is nearly fully allocated. Lately I've been focused on [...]]]></description>
		<wfw:commentRss>http://www.potentialgames.com/blog/2011/01/07/2011-week-1-performance/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Thread Monitoring with java.lang.management</title>
		<link>http://www.potentialgames.com/blog/2010/12/11/thread-monitoring-with-java-lang-management/</link>
		<comments>http://www.potentialgames.com/blog/2010/12/11/thread-monitoring-with-java-lang-management/#comments</comments>
		<pubDate>Sat, 11 Dec 2010 21:09:48 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[programming]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=633</guid>
		<description><![CDATA[I recently delved into the java.lang.management package, in order to measure thread activity in my Potential RPG server application. Tools like VisualVM offer real-time probing, but I also like to have my applications produce their own statistical results. In this case, I'm logging CPU time (and a bunch of other stats) from my server application, [...]]]></description>
		<wfw:commentRss>http://www.potentialgames.com/blog/2010/12/11/thread-monitoring-with-java-lang-management/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Java Click Count: Windows vs Linux</title>
		<link>http://www.potentialgames.com/blog/2010/11/29/java-click-count-windows-vs-linux/</link>
		<comments>http://www.potentialgames.com/blog/2010/11/29/java-click-count-windows-vs-linux/#comments</comments>
		<pubDate>Mon, 29 Nov 2010 17:40:38 +0000</pubDate>
		<dc:creator>neb</dc:creator>
				<category><![CDATA[Developer's Cave]]></category>
		<category><![CDATA[Island Forge]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Swing]]></category>

		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=629</guid>
		<description><![CDATA[Mouse events from Java Swing report the click count. When mouse events are generated within some click threshold (which should be an operating system setting), the click count increases. One common problem is processing single- versus double-clicks. Java does not hold back the single-click event (click count of 1) even when a double-click (click count [...]]]></description>
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		<slash:comments>0</slash:comments>
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