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Creating a Library for Cloud Projects

In my way to evolve and aggregate services to my website, I started to think about integrate a comment section to each post. I read about services like Disqus and other less known like Commento. But the same thoughts that I had when I started to develop my website, came to me again: what if the service goes offline? Then, I did a fast search in GitHub for a ready-to-use open source project to store and display comments, where I found a very simple project called serverless-comments.

AWS Simple Queue Service's Super Powers

The Simple Queue Service is one of the most popular and versatile services in the AWS catalog. It is used as a glue among many services and integrations. But although it’s primary task is to deliver messages, SQS has some features that can be used in many creative ways, saving time and money, as well as reducing code complexity for the whole project. Sub-Minute Scheduler The first SQS feature that we’ll take advantage of is delayed messages, that will postpone delivery until the delay time has expired.

My Unreal Engine Patterns

The newest version of the Unreal Engine is growing to be the most powerful engine available to the public. It contains many improvements presented through the years in papers and conferences like the GDC. But, due to be too big, it’s important to know some good practices to be able to produce more in less time, or to have less problems or errors. These are the basic patterns I use for my Unreal Engine projects.

Developing the matchmaker system for Myridian: The Last Stand - Part 1

One of the tricky points in the development of our game was the matchmaker. For those who don’t know, this is the system that puts users in rooms, based on characters, skill and other information. There are several matchmaker systems on the market, however they are very simple, they just receive information and organize players based on skill levels, number of wins, etc. We wanted a system that would coordinate the entire flow of information, prepare the rooms, then allocate the server and receive the match information.