{"version":"1.0","provider_name":"Rainbow Dash Network","provider_url":"http:\/\/rainbowdash.net\/","type":"link","title":"Dylan Sorrell (ladestitute)'s status on Sunday, 29-Jan-12 10:46:54 UTC","author_name":"Dylan Sorrell (ladestitute)","author_url":"http:\/\/rainbowdash.net\/ladestitute","url":"http:\/\/rainbowdash.net\/notice\/950894","html":"@<span class=\"vcard\"><a href=\"http:\/\/rainbowdash.net\/user\/4200\" class=\"url\" title=\"Joe\"><span class=\"fn nickname\">purplephish20<\/span><\/a><\/span> @<span class=\"vcard\"><a href=\"http:\/\/rainbowdash.net\/user\/4460\" class=\"url\" title=\"Shoryu Erise\"><span class=\"fn nickname\">scribble<\/span><\/a><\/span> Recently, we removed the MMO part and switched engines. Development from then on was 100% by scratch (it was forced, anyway) and it has been ongoing for 3 weeks. The choice to switch engines (and for the second time, actually) was slightly off on basis, so we didn't think it through a little. The idea of doing MMO client\/server software (not by myself, silly) by hand came into mind, in the past hour. The idea is rushed since it's so early and sudden, and very daunting for a set of beginner coders but the near mass possibilities with handwriten client\/server software is nearly endless along with a huge boost in performance. Something our current engine doesn't have sadly (well, it's export format is HTML5 which is a very young language and not so good with heavy mass-user data handling\/performance) though. Other than that, we've switched engines twice and I dislike to throw away my work, even it is truly little in comparsion to writing MMO software by hand."}