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	<title>Comments on: Online High Scores</title>
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	<link>http://www.gameproducer.net/2009/03/14/online-high-scores/</link>
	<description>I bake games. Indie style.</description>
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		<title>By: Pawel Subocz</title>
		<link>http://www.gameproducer.net/2009/03/14/online-high-scores/comment-page-1/#comment-133689</link>
		<dc:creator>Pawel Subocz</dc:creator>
		<pubDate>Sat, 14 Mar 2009 20:51:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2674#comment-133689</guid>
		<description>Great idea.
Highscores like this are very important to game replayability.

You don&#039;t have to use threads for this. In many cases it&#039;s better idea to use asynchronous (non-blocking) communication. With asynchronous communication you get all the good stuff (gui don&#039;t block, no mutexes, deadlocks and so on...) and you can still code singlethread-style.</description>
		<content:encoded><![CDATA[<p>Great idea.<br />
Highscores like this are very important to game replayability.</p>
<p>You don&#8217;t have to use threads for this. In many cases it&#8217;s better idea to use asynchronous (non-blocking) communication. With asynchronous communication you get all the good stuff (gui don&#8217;t block, no mutexes, deadlocks and so on&#8230;) and you can still code singlethread-style.</p>
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		<title>By: hObbE @ SpellOfPlay</title>
		<link>http://www.gameproducer.net/2009/03/14/online-high-scores/comment-page-1/#comment-133686</link>
		<dc:creator>hObbE @ SpellOfPlay</dc:creator>
		<pubDate>Sat, 14 Mar 2009 14:06:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=2674#comment-133686</guid>
		<description>Actually, doing a simple http request is quite an easy feat using pure sockets. We have web-enabled scores for most our games. Our &lt;a href=&quot;http://www.spellofplay.com/games/bloom&quot; rel=&quot;nofollow&quot;&gt;platform game&lt;/a&gt; - Bloom even features game replays, all via simple http-web server communication.

Doing stuff like that is great both for developers and users. Users get value competing with each other and developers see that people play the game. Win - win</description>
		<content:encoded><![CDATA[<p>Actually, doing a simple http request is quite an easy feat using pure sockets. We have web-enabled scores for most our games. Our <a href="http://www.spellofplay.com/games/bloom" rel="nofollow">platform game</a> &#8211; Bloom even features game replays, all via simple http-web server communication.</p>
<p>Doing stuff like that is great both for developers and users. Users get value competing with each other and developers see that people play the game. Win &#8211; win</p>
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