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Programmieren lernen
amamoslavida_ - - News
PostJavaScript and PHP can feel difficult sometimes, but don’t dive too deep at first, just focus on the basics. They’re simply tools designed to make our work easier. Programming is mostly about identifying problems and solving them. Trying to build a huge project all by yourself usually isn’t practical. A better approach is to explore projects on GitHub: fork or clone them, study the code, and try to solve issues or add improvements. This way, you learn by doing without feeling overwhelmed. Plus :…
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great work, have you done all in a day ? that is a lot of work, don't stress yourself just work slowly and consistently, thank you for your great contributions to the community
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thank you very nice decision, I can recommend some basic things which you probably already aware of : 1- avoid inline html coding such as class = "display-flex justify-content-center align-items-center ... " this makes html not managable. Things like bootstrap causes that, or wrong ideas on styling. In my opinion most styling should be handled only in CSS files. 2- I would use snake case in general, camel and pascal case make code hard to read, hard to write. When you are writing code trying to …
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and another issue example from your code AdminStatsService.php try { $result = $db->selectSingle( "SELECT COUNT(*) as cnt FROM %%ALLIANCE%% WHERE ally_universe = :uni AND ally_register_time > :since;", [':uni' => $this->universe, ':since' => $since] ); $count = (int)($result['cnt'] ?? 0); } catch (\Exception $e) { $count = -1; // n/a } this try / catch is pretty useless because it Shadows a possible error. Game has exceptionHandler, and all exceptions are catched and logged by that handler. ( er…
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hello, i would recommend removing mysqli dependency from game. As you know, admin pages use mysqli whereas game pages use PDO. In my opinion having 2 kind of different database class is not necessary. Opened same on github as request maybe you consider as future work ( because it wont bring any efficiency to the game ). + you need some Code styling rules for future PRs etc. For example, one can consider styling if statements as if(){ #code } and other can say this is better if() { #code } and sp…
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that is good, morale system etc, something new does not harm, i tought you wanted to do same engine with ogame, if you not trying that than it is pretty ok, nice job. best engine is unvarying engine so you can calculate and attack respectively. dont work much people already quit playing those kind of games, you put a lot efforts lately
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results from opbe 500 LF vs 500 LF #1 A : 337 D : 337 #2 A : 337 D : 336 #3 A : 337 D : 337 500 RIP vs 500 RIP #1 A : 323 D : 0 #2 A : 323 D : 0 #3 A : 322 D : 0 ( interesting OPBE bug for attacking with deathstars, whoever attack first win ? ) OGAME 500 RIP vs 500 RIP #1 A : 46 D : 42 #2 A : 44 D : 46 #3 A : 49 D : 40 result : ogame working best, OPBE is really good and precise but it has bug with Deathstar ( maybe rapid fire issue ), your one is good compared to OPBE Death stars, but it is not…
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Hello i fetch your github repo and updated, made some tests with battle engine. 500 LF vs 500 LF nothing entered techs # battle 1 - attacker : 264 - defender : 261 # battle 2 - attacker : 112 - defender : 355 # battle 3 - attacker : 276 - defender : 273 500 Rip vs 500 Rip ( same technique, nothing entered ) #battle 1 - attacker : 179 defender : 196 #battle 2 - attacker : 125 defender : 182 #battle 3 - attacker : 166 defender : 186 battle derives too much if you are unlucky player you lose more f…
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it starts inside calculateAttack, in function simplifyBattle this part $divider = 2; $simp = simplifyBattle($attackers, $defenders, $divider); $attackers = $simp[0]; // divided value //file_put_contents('test.txt', print_r($attackers, true), FILE_APPEND); $defenders = $simp[1]; // divided value if you cloned the project, it is not inside master branch you need to write git branch - to see branches than switch branch git checkout battle_engine_scaler
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Quote from 0wum0: “Okay, I'm working on it. I'll see what I can do. I'm not that good at PHP, but I'm trying my best. ” hello you made great progress, checking your contrubitions, if you try to fix BattleReport of OPBE you can drop it from 20 seconds to 1 seconds calculation time for 4x 5000000 ships, but when 50 000 000 ships battle that number will go up again ( so ideally you wont be able to fix it for unlimited amount of ships ) correct way is to Scale number of ships in a way that battle is…
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i just tested OBPE with big numbers 4 different types of ships each 10million in numbers, when you battlesim calculation costs around 20-30 seconds. and bottle neck is /********** ROUNDS INFOS **********/ [1/3 of overall time ] /********** DEBRIS **********/ [2/3 of overall time] actually opbe calculates less than 0.02 seconds, problem is round infos, and debris includes/libs/OPBE/BattleReport.php is the biggest problem of OPBE, if you are really good in php maybe you can fix that ( it requires …
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consider changing battle engine, the one you use right now calculates with Random number generation so the result is not same with simulations. OPBE is giving good results but it also has problems, when the number of ships too much it freezes ( too much memory usage ). probably not because of OPBE but report system, needs testing.
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includes/libs/opbe/errors that explains clearly what is wrong with the code. also check includes/error.log opbe is problematic but are you sure you are using obpe ? generally it have 3 battle engines and that changes with respect to number of ships. includes/classes/missions/functions/calculateAttack.php ( set battle engine as OPBE there by $battle_engine = 0; ) about your question ogameX seems good but not personally tested it. It is an example of doing things correctly, ogame does the same. Yo…
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Quote from 0wum0: “I don't use Steam Nova, I used 2moons 2.0. ” 2moons 2.0 did not have much changes only 24 commits on github, just checked his stats they are almost the same with steemnova. They truncate table than insert, might cause issues because on pages like galaxy you need total_points of users or stats page. if you have time go with "INSERT INTO ON DUPLICATE UPDATE" instead of "TRUNCATE, INSERT". less problems. I have badly written version on my sign, you can get it from there if you wa…
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if you have time i would recommend you to test statsbuilder if you are using steemnova original statsbuilder which truncates tables it will cause some problems ( like user total_points not accessed etc. ). + more planets exist in your game slower the stats calculation, generally it will cause a lot of problems around 4-5k planets ( which are having some buildings ) + more the build level of any building, slower the calculation, because steemnova calculates each level seperatelly inside a loop ( …
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Quote from Zeus: “Quote from yurseli: “Quote from amamoslavida_: “Quote from yurseli: “Quote from amamoslavida_: “ ” projenin kurulu bir demosu varmı koray ” imzadaki linkin kurulumu sıkıntısız olmalı, demo olarak hostlamıyorum. versiyon da pek iyi durumda değil açıkcası tonla problem var, özellikle UI sıkıntılı. sadece hobi project, zaman buldukça geliştirmeye çalışıyorum. belki işinize yarayacak birşeyler vardır (flight sim, maden toplama gibi ). git commit sayfasından yapılan değişiklere göz …
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Quote from yurseli: “Quote from amamoslavida_: “ ” projenin kurulu bir demosu varmı koray ” imzadaki linkin kurulumu sıkıntısız olmalı, demo olarak hostlamıyorum. versiyon da pek iyi durumda değil açıkcası tonla problem var, özellikle UI sıkıntılı. sadece hobi project, zaman buldukça geliştirmeye çalışıyorum. belki işinize yarayacak birşeyler vardır (flight sim, maden toplama gibi ). git commit sayfasından yapılan değişiklere göz atabilirsiniz.