added reference to problems in WoW
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@ -299,3 +299,13 @@
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This paper details the motivations and design choices we made in Thrift, as well as some of the more interesting implementation details. It is not intended to be taken as research, but rather it is an exposition on what we did and why.
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}
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}
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@Article{news/cnet/com/WoWProblems,
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title = "World of Warcraft battles server problems",
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author = "Daniel Terdiman",
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journal = "cnet News",
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year = "2006",
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month = "04",
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day = "24",
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url = "http://news.cnet.com/World-of-Warcraft-battles-server-problems/2100-1043_3-6063990.html"
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}
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report.lyx
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report.lyx
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@ -669,7 +669,14 @@ Background
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The game industry is a quickly growing industry where the need for new technique
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s are large.
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One specific section where the development has stalled is the game server
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section.
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section
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\begin_inset CommandInset citation
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LatexCommand citet
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key "news/cnet/com/WoWProblems"
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\end_inset
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.
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\begin_inset Note Note
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status open
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@ -3213,7 +3220,9 @@ name "sec:Game-Development-Language"
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\begin_layout Standard
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There is only a very limited number of game developers who would like to
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write their games in Erlang, therefore we had to come up with something
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to resolve this problem. The main idea was to offer a replaceable module which would introduce an interface to different virtual machines which would run the game code.
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to resolve this problem.
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The main idea was to offer a replaceable module which would introduce an
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interface to different virtual machines which would run the game code.
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This way a game developer can write the game in his favorite language while
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the server part still is written in Erlang and can benefit from all its
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advantages.
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@ -3406,8 +3415,8 @@ Due lack of time we have decided to use just the Erlang <-> JavaScrThere
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is only a very limited number of game developers who would like to write
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their games in Erlang, therefore we had to come up with something to resolve
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this problem.
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The main idea was to offer a replacable module which would introduce an interface to different virtual machines which would run
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the game code.
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The main idea was to offer a replacable module which would introduce an
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interface to different virtual machines which would run the game code.
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This way a game developer can write the game in his favorite language while
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the server part still is written in Erlang and can benefit from all of
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its advantages.
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