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 <provider_name>Rainbow Dash Network</provider_name>
 <provider_url>http://rainbowdash.net/</provider_url>
 <title>Dylan Sorrell (ladestitute)'s status on Sunday, 29-Jan-12 09:50:46 UTC</title>
 <author_name>Dylan Sorrell (ladestitute)</author_name>
 <author_url>http://rainbowdash.net/ladestitute</author_url>
 <url>http://rainbowdash.net/notice/950868</url>
 <html>@&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/2118&quot; class=&quot;url&quot; title=&quot;Jordan Cameron&quot;&gt;&lt;span class=&quot;fn nickname&quot;&gt;tenmihara&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; I told you guys that the game project of mine with a team was originally being made as a mmo using a game engine wrote in C#. We had semi-decided to use this current engine (Construct 2), as in kind of thought on about it and just went on. Recently the thought of writing a MMO engine (of course, not by myself) has crossed my mind...like 15 minutes ago. I know even the concept of it seems like a daunting task but the benefits are the near non-impossibilities you can pull off with a hand-coded game engine...besides, a much higher markpoint in FPS/performance. The problem is we don't want to throw away what work we've done, even if it seems like a little...even if we put several days into it by now. Besides, we've switched game engines about...twice already.</html>
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