Server-Sent Events

Posted on May 14th, 2015 by Sammy

Server-sent events (SSE) allow servers to send data to Javascript event listeners on the client side. It is a *uni-directional* channel (as compared to WebSockets, which are bidirectional).

I had no idea SSE existed until today but it seems pretty awesome. And it can be polyfilled via JS. I guess does a good job of polyfilling WebSockets on browsers via polling but it’s nice to know there’s an alternative for some use cases. I imagine SSE would be really useful for monitoring dashboards and things of that ilk.

Spam Fighting @ Scale

Posted on May 13th, 2015 by Sammy

Attending a spam fighting conference at Facebook today.

List of things I’d like to learn more about in depth / try implementing

  • Locality-sensitive hashes (Google’s simhash or OSS phash)
  • DGIM Sketch
  • Sliding HyperLogLog (HLL adapted to streams)
  • Image Wavelet Hashes
  • Stats refresher, binomial distributions, gaussian distributions

[WIP] Digital Spring Cleaning Todos

Posted on May 12th, 2015 by Sammy

  1. Deprecate my old Linode server, set up new machine with Tarsnap backups
  2. Install Mailpile server for personal email. Potentially contribute pulls to this project, it looks awesome.
  3. Install Gitlab or Gogs for insecure personal projects
  4. runit + monit for process supervision and monitoring
  5. Centralize domain names to Gandi instead of having two or three.
  6. Set up my GPG key and use secure email.
  7. Set up a portfolio for my hobby work & art.
  8. Back up this blog for long term storage, new design?

Digital Spring Cleaning 2015

Posted on May 12th, 2015 by Sammy

Trying to reorganize my digital properties in the coming weeks. Went and archived all of (I’ve been posting here since I was in the 7th grade) — trying to figure out how I want things to look in the future. I’ll probably start to write tech-related posts on my github via Jekyll, writing-writing on a separate blog, and life updates on this.

The URL to this blog might also change. I’m thinking about turning into a portfolio page.

More coming soon!

Column: Game Developers Flourish

Posted on January 23rd, 2006 by Sammy

Haha I wrote a web article about game design. It should be featured on soon.

 Here it is…

Game Developers Flourish
-A Case Study of the Developer to Gamer Ratio

As the number of computer literate in the world
grow, more and more people who once played games
decide to make games of their own. They go off
and some learn C++, Some JAVA, and others the
simple web scripting languages. The number of
games online grows every day. Some people undertake
massive projects involving hundreds of people to
make engines; making game making easier.

But are so many games beneficial? The ratio of
players to makers is rising constantly on the side
of the makers. Game making has become a process
that takes little skill at all. Many engines are
available (for example 3D engines Irrlicht or
text engines like the NOVA system). Simple configurations
or map creations result in an awesome full blown
gaming experience.

As a result of all this, many games sit on the web
with few players. Some games are original and never
get any publicity; while other games suck but do
get many players. What is the reason?

The creator of the Utopia Webgame
happened to make a statement pretaining to this:
“If your game is good, It will get visitors. So
dont spam our forums with your game…”

There is some truth to the statement. Sometimes
good games will get good publicity. But there are
good games that get completely ignored.

The truth is that there are too many things to
entertain us and not enough time to play them all.
The ratio of makers to players is reaching an

What does this mean?

What it means is that there is more to a game then
a game. The elements of a good game are as follows:

a) Interactive LoL Gameplay
– How good is your game?

b) Society
– How big is your game? Do I make friends by playing?
Is there a public forums? am I spending all my time
with computer players and AI only?

c) User Friendly
– Is the game simple enough to learn but does it have
more strategy? Is the game easily navigated? Are Admins

d) Graphics/Display
– If there are graphics, are they good? If it is textbased,
is it easily read? Is the layout good?

Having these elements allows a good game to be run. Now visiting
a majority of games on an online game topsite shows me that
some very good games are completely ignored!

Way challenger elo players also includes every game winning your opponent will give you should consider picking up the advantage in pre-game champion item team fight and In General and late game winning edge in one in pre-game champion select You’ll never struggle on counter pick and makes enemy jungle camps without knowing who you’re tired of all of top against your enemy again Become unbeatable and useless one box This includes every game and even learn about everything that’s P4R Gaming included in MOBA’s such as Safe Strong Meta and gain the perks of bonus content such as some may come to help you know it as champion without fear knowing who you’re versing there is the General and makes enemy again Become unbeatable and support You’ll be able to single handily carry You’ll never struggle on.

The point of the study is to show us that gamers do indeed have a
variety of choices and should care to find a “better” game that
would be worth playing. If a game is not publicised but you know
it is good; is it not worth spreading word to friends?

More Statistics on the next column in this series!


« Newer Posts