Are there any PbtA games for Contemporary Fantasy and Magic?

I’m being (late) introduced to PbtA games and I’m looking for a Contemporary Fantasy and Magic option, something like Ars Magica, Mage The Ascension, Dresden Files?

Let me narrow down the question a bit…

I know we have Monsterhearts, but it is about relationships and lack Skins for magic users. What I am looking is something with more freedom (make your own spells) and combat/explosions or at least rituals.

I’m a huge fan of games likes Mage and Dresden Files, but I like how PbtA plays with conflicts and tests and I can imagine a 6- resulting in a chaotic backslash when failing to cast a spell.

Any PbtA game I can use for that?

windows – Ideal scheduler on the operating system for games?

In linux, the preferred scheduler is CFS (correct me if I’m wrong), I’m not sure what the preferred scheduler is on Windows. It’s possible to change the scheduler in linux, even after you boot. I’m not sure if this feature exists on Windows or if Microsoft has made this feature available to developers.

Are there schedulers that are a better fit for games – i.e. give better guarantees on latency, working with semi-fair schedulers (like with gpus), etc.? What assumptions does CFS or the Windows scheduler make that are well suited for gaming and which ones can be changed to better suit gaming needs? Is there one that is commercially available or is this something that is still being (actively?) researched?

networking – Since UDP multi/broadcast over internet is not possible – how do games that uses UDP over internet send to thousands/millions unique clients?

I am asking from a programming point of view as I struggle to clearly understand the architecture ex online multiplayer games do when they communicate UDP packets over the internet to thousands/millions of players.

I understand that UDP broadcast and multicast is not easily available when its not internal network but across the internet.

The only other way I can see is that you then manually have to loop through each UDP connection and send the same data to each client ( just as you would if you had a lot of TCP clients ) ? is this true ? I have tried to loop through TCP connections this way and at a certain point things go slow and CPU go high.

if no 1 is the only way, then it would mean that client 1 will get things a lot faster than client number 10000 when it gets to this client in the loop ? are there techniques to get around this in any way ?

since we would have to send the same packet of data to each and every client that of course creates A LOT of network traffic but also it would i assume max out the CPU also if we all the time would have to loop through all clients for each little packet we have to send ?

Please note I am specifically talking about UDP in raw form – not interested in Web-socket versions or ‘use TCP instead’ as its the nature of UDP I am trying to understand here and have been reading all weekend here and while I have a fairly good understanding of the packet level of UDP etc. my network technical knowledge is really not good and it does not tend to stick when I try to read non-programming technical articles about networking/routers/switches/ISP support.

So hoping that someone out there could help me understand it with a programming mindset in mind how something like multiplayer games/VOIP/large IOT networks achieve the ‘real-time’ capabilities of UDP if it has to manually process and send packets onto each UDP sockets.

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monetization – How were old mobile games (J2ME/MIDP/JAR) monetized? (2000s era)

When I was in school, me and my friends were just exchanging *.jar files via IrDA and Bluetooth.
However now I realize, that old phone games were of high quality and whole studios stood behind them.
What was the “official” way of getting a game to your old mobile phone? How did mobile game developers get their revenue those days?

architecture – Handling complex selection mechanics in RTS-style games

When we look at complex RTSs where a simple left button mouse click can mean twenty or more different things, depending on the game and UI state, the code handling this interaction and assigning the right interaction action to the input can easily end up messy and tightly coupled to everything, creating a ball-of-mud architecture/The Class That Does Everything related to interaction.

Averse to re-inventing the wheel and spending months dealing with consequent terrible design decisions, is there a convention in game design to deal with this situation? Forgive me if there already exists such material; I haven’t found anything relevant to query.

Here’s an example of the complex selection mechanics that I’m looking for:
Single left click to select a friendly unit.
If friendly unit is in a group, the group is selected.
If the group is already selected, select the unit.
Single left click to select an enemy unit.
If friendly unit/group already selected, then issue attack order on unit.
If friendly unit/group already selected and enemy unit is in an enemy group, then issue attack order on enemy group.
Same thing but if target is allied non-controllable, then friendlies move towards target.

TL;DR: How do game developers generally handle complex selection systems, when taking into account complex states? Design patterns? White papers? YouTube tutorials?

PC Games – Grim Dawn v1.1.8.0 + 7 DLCs + GrimInternals 1.98a [FitGirl Repack] | NulledTeam UnderGround

Genre: Action, Adventure, Indie, RPG
Developer: Crate Entertainment
Publisher: Crate Entertainment
Language: English
Size: 4.7 GB

Processor: x86 compatible 2.​




OS: Windows Vista / Windows 7 / Windows 8 / Windows 10

3GHz or faster processor (Intel 2nd generation core i-series or equivalent)

Memory: 2 GB RAM

Graphics: 512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better

DirectX: Version 11

Storage: 5 GB available space

Sound Card: DirectX 11 compatible 16-bit sound card

Additional Notes: 4GB of memory is required to host multiplayer games


OS: Windows 7 / Windows 10

Processor: x86 compatible 3.2GHz or faster processor (Intel 4th generation core i-series or better)

Memory: 6 GB RAM

Graphics: 1.5GB NVIDIA GeForce 500 series or ATI Radeon 6000 series or better

DirectX: Version 11



games – Ubuntu 20.04 – FX-6300 CPU Frequancey issue

I haven’t done much gaming under Linux on this machine so I only picked this up recently when I tried playing games only to find horrid FPS under MX Linux. I started hopping distros and ended up with a install of Ubuntu 20.04 and got the AMD driver working and getting better results however now it seems my CPU wont go past 2ghz producing high stutters or FPS drops in games when in Windows it turbos upto 4.1hz and runs them fine. When I run stress-ng and lscpu | grep MHz it shows just under 2.0ghz under load and 1.8ghz when under no load.

Is there extra drivers or config for the FX series needed in Linux? Google didn’t show any noticeable issues. Or some BIOS setting that stops this in Linux?

Currently I have locked the multiplier to 19 that forces the CPU to 3.5ghz and turned off all lowering of CPU states in the BIOS. This removed the stuttering in games but this is not a good solution and would prefer it to be set to auto and turbo core to 4.1ghz.

System specs:-

System:    Kernel: 5.4.0-48-generic x86_64 bits: 64 Desktop: Gnome 3.36.4 
           Distro: Ubuntu 20.04.1 LTS (Focal Fossa) 
Machine:   Type: Desktop System: MSI product: MS-7693 v: 4.0 serial: <superuser/root required> 
           Mobo: MSI model: 970 GAMING (MS-7693) v: 4.0 serial: <superuser/root required> BIOS: American Megatrends v: 22.4 
           date: 12/21/2015 
CPU:       Topology: 6-Core model: AMD FX-6300 bits: 64 type: MCP L2 cache: 2048 KiB 
           Speed: 3489 MHz min/max: N/A Core speeds (MHz): 1: 3489 2: 3486 3: 3488 4: 3489 5: 3488 6: 3489 
Graphics:  Device-1: Advanced Micro Devices (AMD/ATI) Hawaii PRO (Radeon R9 290/390) driver: amdgpu v: kernel 
           Display: x11 server: X.Org 1.20.8 driver: amdgpu resolution: 1920x1080~60Hz 
           OpenGL: renderer: AMD Radeon R9 390 Series (HAWAII DRM 3.35.0 5.4.0-48-generic LLVM 10.0.1) 
           v: 4.6 Mesa 20.3.0-devel (git-9a899e5 2020-10-04 focal-oibaf-ppa) 
Audio:     Device-1: Advanced Micro Devices (AMD/ATI) SBx00 Azalia driver: snd_hda_intel 
           Device-2: Advanced Micro Devices (AMD/ATI) Hawaii HDMI Audio (Radeon R9 290/290X / 390/390X) driver: snd_hda_intel 
           Sound Server: ALSA v: k5.4.0-48-generic 
Network:   Device-1: Qualcomm Atheros Killer E220x Gigabit Ethernet driver: alx 
           IF: enp5s0 state: up speed: 1000 Mbps duplex: full mac: d8:cb:8a:3a:59:c0 
Drives:    Local Storage: total: 2.95 TiB used: 119.63 GiB (4.0%) 
           ID-1: /dev/sda vendor: Toshiba model: MK1059GSM size: 931.51 GiB 
           ID-2: /dev/sdb vendor: Western Digital model: WDS240G2G0A-00JH30 size: 223.57 GiB 
           ID-3: /dev/sdc vendor: Toshiba model: MK1059GSM size: 931.51 GiB 
           ID-4: /dev/sdd vendor: Western Digital model: WD1002FAEX-00Y9A0 size: 931.51 GiB 
RAID:      Hardware-1: Advanced Micro Devices (AMD/ATI) SB7x0/SB8x0/SB9x0 SATA Controller (RAID5 mode) driver: ahci 
Partition: ID-1: / size: 38.20 GiB used: 8.64 GiB (22.6%) fs: ext4 dev: /dev/sdb3 
           ID-2: /home size: 816.87 GiB used: 111.00 GiB (13.6%) fs: ext4 dev: /dev/sdd1 
Sensors:   System Temperatures: cpu: 42.1 C mobo: N/A gpu: amdgpu temp: 54 C 
           Fan Speeds (RPM): N/A gpu: amdgpu fan: 966 
Info:      Processes: 287 Uptime: 27m Memory: 15.60 GiB used: 2.58 GiB (16.5%) Shell: bash inxi: 3.0.38


wine – How to play torrented windows games on ubuntu 20.04

I Have been planning to completely to switch over ubuntu but I couldn’t find any forum which gives step by step process to do so, I have no problem in playing steam games with help of proton but I couldn’t find a way to play torrented games please help I know it could be done by lutris but I couldn’t find the option to select .exe