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  • Game mechanics patterns database?

    - by Klaim
    Do you know http://tvtropes.org ? It's a kind of wiki/database with scenaristic tropes, patterns that you can find in tones of stories, in tv shows, games, books, etc. Each trope/pattern have a (funny) name and there are references to where it appears, and the other way arround : each book/game/etc. have a list of tropes that it contains. I'm looking for an equivalent but for game mechanics patterns, something like "Death is definitive", "Perfect physical control (no inertia)", "Excell table gameplay", etc. I think it would be really useful. I can't find an equivalent for game mechanics (tvtrope is oriented to scenario, not game mechanics). Do you know any?

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  • SQL SERVER – SSMS: Top Object and Batch Execution Statistics Reports

    - by Pinal Dave
    The month of June till mid of July has been the fever of sports. First, it was Wimbledon Tennis and then the Soccer fever was all over. There is a huge number of fan followers and it is great to see the level at which people sometimes worship these sports. Being an Indian, I cannot forget to mention the India tour of England later part of July. Following these sports and as the events unfold to the finals, there are a number of ways the statisticians can slice and dice the numbers. Cue from soccer I can surely say there is a team performance against another team and then there is individual member fairs against a particular opponent. Such statistics give us a fair idea to how a team in the past or in the recent past has fared against each other, head-to-head stats during World cup and during other neutral venue games. All these statistics are just pointers. In reality, they don’t reflect the calibre of the current team because the individuals who performed in each of these games are totally different (Typical example being the Brazil Vs Germany semi-final match in FIFA 2014). So at times these numbers are misleading. It is worth investigating and get the next level information. Similar to these statistics, SQL Server Management studio is also equipped with a number of reports like a) Object Execution Statistics report and b) Batch Execution Statistics reports. As discussed in the example, the team scorecard is like the Batch Execution statistics and individual stats is like Object Level statistics. The analogy can be taken only this far, trust me there is no correlation between SQL Server functioning and playing sports – It is like I think about diet all the time except while I am eating. Performance – Batch Execution Statistics Let us view the first report which can be invoked from Server Node -> Reports -> Standard Reports -> Performance – Batch Execution Statistics. Most of the values that are displayed in this report come from the DMVs sys.dm_exec_query_stats and sys.dm_exec_sql_text(sql_handle). This report contains 3 distinctive sections as outline below.   Section 1: This is a graphical bar graph representation of Average CPU Time, Average Logical reads and Average Logical Writes for individual batches. The Batch numbers are indicative and the details of individual batch is available in section 3 (detailed below). Section 2: This represents a Pie chart of all the batches by Total CPU Time (%) and Total Logical IO (%) by batches. This graphical representation tells us which batch consumed the highest CPU and IO since the server started, provided plan is available in the cache. Section 3: This is the section where we can find the SQL statements associated with each of the batch Numbers. This also gives us the details of Average CPU / Average Logical Reads and Average Logical Writes in the system for the given batch with object details. Expanding the rows, I will also get the # Executions and # Plans Generated for each of the queries. Performance – Object Execution Statistics The second report worth a look is Object Execution statistics. This is a similar report as the previous but turned on its head by SQL Server Objects. The report has 3 areas to look as above. Section 1 gives the Average CPU, Average IO bar charts for specific objects. The section 2 is a graphical representation of Total CPU by objects and Total Logical IO by objects. The final section details the various objects in detail with the Avg. CPU, IO and other details which are self-explanatory. At a high-level both the reports are based on queries on two DMVs (sys.dm_exec_query_stats and sys.dm_exec_sql_text) and it builds values based on calculations using columns in them: SELECT * FROM    sys.dm_exec_query_stats s1 CROSS APPLY sys.dm_exec_sql_text(sql_handle) AS s2 WHERE   s2.objectid IS NOT NULL AND DB_NAME(s2.dbid) IS NOT NULL ORDER BY  s1.sql_handle; This is one of the simplest form of reports and in future blogs we will look at more complex reports. I truly hope that these reports can give DBAs and developers a hint about what is the possible performance tuning area. As a closing point I must emphasize that all above reports pick up data from the plan cache. If a particular query has consumed a lot of resources earlier, but plan is not available in the cache, none of the above reports would show that bad query. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • Exitus Acta Probat: The Post-Processing Module

    - by Phil Factor
    Sometimes, one has to make certain ethical compromises to ensure the success of a corporate IT project. Exitus Acta Probat (literally 'the result validates the deeds' meaning that the ends justify the means)It was a while back, whilst working as a Technical Architect for a well-known international company, that I was given the task of designing the architecture of a rather specialized accounting system. We'd tried an off-the-shelf (OTS) Windows-based solution which crashed with dispiriting regularity, and didn't quite do what the business required. After a great deal of research and planning, we commissioned a Unux-based system that used X-terminals for the desktops of  the participating staff. X terminals are now obsolete, but were then hot stuff; stripped-down Unix workstations that provided client GUIs for networked applications long before the days of AJAX, Flash, Air and DHTML. I've never known a project go so smoothly: I'd been initially rather nervous about going the Unix route, believing then that  Unix programmers were excitable creatures who were prone to  indulge in role-play enactments of elves and wizards at the weekend, but the programmers I met from the company that did the work seemed to be rather donnish, earnest, people who quickly grasped our requirements and were faultlessly professional in their work.After thinking lofty thoughts for a while, there was considerable pummeling of keyboards by our suppliers, and a beautiful robust application was delivered to us ahead of dates.Soon, the department who had commissioned the work received shiny new X Terminals to replace their rather depressing lavatory-beige PCs. I modestly hung around as the application was commissioned and deployed to the department in order to receive the plaudits. They didn't come. Something was very wrong with the project. I couldn't put my finger on the problem, and the users weren't doing any more than desperately and futilely searching the application to find a fault with it.Many times in my life, I've come up against a predicament like this: The roll-out of an application goes wrong and you are hearing nothing that helps you to discern the cause but nit-*** noise. There is a limit to the emotional heat you can pack into a complaint about text being in the wrong font, or an input form being slightly cramped, but they tried their best. The answer is, of course, one that every IT executive should have tattooed prominently where they can read it in emergencies: In Vino Veritas (literally, 'in wine the truth', alcohol loosens the tongue. A roman proverb) It was time to slap the wallet and get the department down the pub with the tab in my name. It was an eye-watering investment, but hedged with an over-confident IT director who relished my discomfort. To cut a long story short, The real reason gushed out with the third round. We had deprived them of their PCs, which had been good for very little from the pure business perspective, but had provided them with many hours of happiness playing computer-based minesweeper and solitaire. There is no more agreeable way of passing away the interminable hours of wage-slavery than minesweeper or solitaire, and the employees had applauded the munificence of their employer who had provided them with the means to play it. I had, unthinkingly, deprived them of it.I held an emergency meeting with our suppliers the following day. I came over big with the notion that it was in their interests to provide a solution. They played it cool, probably knowing that it was my head on the block, not theirs. In the end, they came up with a compromise. they would temporarily descend from their lofty, cerebral stamping grounds  in order to write a server-based Minesweeper and Solitaire game for X Terminals, and install it in a concealed place within the system. We'd have to pay for it, though. I groaned. How could we do that? "Could we call it a 'post-processing module?" suggested their account executive.And so it came to pass. The application was a resounding success. Every now and then, the staff were able to indulge in some 'post-processing', with what turned out to be a very fine implementation of both minesweeper and solitaire. There were several refinements: A single click in a 'boss' button turned the games into what looked just like a financial spreadsheet.  They even threw in a multi-user version of Battleships. The extra payment for the post-processing module went through the change-control process without anyone untoward noticing, and peace once more descended. Only one thing niggles. Those games were good. Do they still survive, somewhere in a Linux library? If so, I'd like to claim a small part in their production.

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  • AJI Report with Nat Ryan&ndash;Discussion about Game Development with Corona Labs SDK

    - by Jeff Julian
    We sat down with Nat Ryan of Fully Croisened to talk about Game Development and the Corona Labs framework. The Corona SDK is a platform that allows you to write mobile games or applications using the Lua language and deploy to the iOS and Android platforms. One of the great features of Corona is the compilation output is a native application and not a hybrid application. Corona is very centered around their developer community and there are quite a few local meetups focused on the helping other developers use the platform. The community and Corona site offers a great number of resources and samples that will help you get started in a matter of a few days. If you are into Game Development and want to move towards mobile, or a business developer looking to turn your craft back into a hobby, check out this recording and Corona Labs to get started.   Download the Podcast   Site: AJI Report – @AJISoftware Site: Fully Croisened Twitter: @FullyCroisened Site: Corona Labs

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  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

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  • How to make and render a simple game just with 3d max?

    - by Sina
    I want to make a simple EXE file, where there is one object in the scene and the user can rotate that object by using arrow keys (or mouse). Is there any way in which I don't have to use a game engine and do it only using 3dsmax script? Cause there is a special renderer I want to use, which is V-Ray a kind of renderer which provides 3D images for 3D glasses. I am not good at making games and engines so I want to know if I can do it only with 3dsmax scripts?

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  • Why your Netapp is so slow...

    - by Darius Zanganeh
    Have you ever wondered why your Netapp FAS box is slow and doesn't perform well at large block workloads?  In this blog entry I will give you a little bit of information that will probably help you understand why it’s so slow, why you shouldn't use it for applications that read and write in large blocks like 64k, 128k, 256k ++ etc..  Of course since I work for Oracle at this time, I will show you why the ZS3 storage boxes are excellent choices for these types of workloads. Netapp’s Fundamental Problem The fundamental problem you have running these workloads on Netapp is the backend block size of their WAFL file system.  Every application block on a Netapp FAS ends up in a 4k chunk on a disk. Reference:  Netapp TR-3001 Whitepaper Netapp has proven this lacking large block performance fact in at least two different ways. They have NEVER posted an SPC-2 Benchmark yet they have posted SPC-1 and SPECSFS, both recently. In 2011 they purchased Engenio to try and fill this GAP in their portfolio. Block Size Matters So why does block size matter anyways?  Many applications use large block chunks of data especially in the Big Data movement.  Some examples are SAS Business Analytics, Microsoft SQL, Hadoop HDFS is even 64MB! Now let me boil this down for you.  If an application such MS SQL is writing data in a 64k chunk then before Netapp actually writes it on disk it will have to split it into 16 different 4k writes and 16 different disk IOPS.  When the application later goes to read that 64k chunk the Netapp will have to again do 16 different disk IOPS.  In comparison the ZS3 Storage Appliance can write in variable block sizes ranging from 512b to 1MB.  So if you put the same MSSQL database on a ZS3 you can set the specific LUNs for this database to 64k and then when you do an application read/write it requires only a single disk IO.  That is 16x faster!  But, back to the problem with your Netapp, you will VERY quickly run out of disk IO and hit a wall.  Now all arrays will have some fancy pre fetch algorithm and some nice cache and maybe even flash based cache such as a PAM card in your Netapp but with large block workloads you will usually blow through the cache and still need significant disk IO.  Also because these datasets are usually very large and usually not dedupable they are usually not good candidates for an all flash system.  You can do some simple math in excel and very quickly you will see why it matters.  Here are a couple of READ examples using SAS and MSSQL.  Assume these are the READ IOPS the application needs even after all the fancy cache and algorithms.   Here is an example with 128k blocks.  Notice the numbers of drives on the Netapp! Here is an example with 64k blocks You can easily see that the Oracle ZS3 can do dramatically more work with dramatically less drives.  This doesn't even take into account that the ONTAP system will likely run out of CPU way before you get to these drive numbers so you be buying many more controllers.  So with all that said, lets look at the ZS3 and why you should consider it for any workload your running on Netapp today.  ZS3 World Record Price/Performance in the SPC-2 benchmark ZS3-2 is #1 in Price Performance $12.08ZS3-2 is #3 in Overall Performance 16,212 MBPS Note: The number one overall spot in the world is held by an AFA 33,477 MBPS but at a Price Performance of $29.79.  A customer could purchase 2 x ZS3-2 systems in the benchmark with relatively the same performance and walk away with $600,000 in their pocket.

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  • Google I/O 2012 - Turning the Web Up to 11

    Google I/O 2012 - Turning the Web Up to 11 Chris Wilson This session will cover the web audio capabilities for games and music. We'll walk through the audio element and the Web Audio API, and dive deep into using the Web Audio API for game audio and building music applications. We'll also cover how to use the Node graph structure to build audio processing chains, and how to use analysis to do interesting tricks. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 626 13 ratings Time: 01:00:36 More in Science & Technology

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  • General approach to isometrics

    - by MrThys
    I am currently discovering the world of isometrics, now I found out there are two approaches to creating the tilemap; Just create 2:1 ratio tile-images and draw those. Creating squares and transforming them to the 2:1 ratio. What is the general approach on developing an isometric game? Now I was wondering a few things; How do more known games like AOE1/2 do this? What are the pros/cons of both methods? Which method is preferred to be used in this day and age? Edit added more general question

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Performance of pixel shaders vs. SpriteBatch: XNA

    - by ashes999
    Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The way it will work will basically be something like: Draw all the sprites Draw lighting gradients to create a lighting texture Multiply/add the lighting texture to achieve different effects (I use multiple passes of add/multiply the lighting texture to achieve different effects.) My question is really about a generalization: can I say with certainty that pixel shaders are always faster than adding/multiplying textures to the SpriteBatch? Or that adding/multiplying is always faster? Or if it's not generalizable, how do I decide which approach to take, given that I can probably code either of them? (If it matters, I'm using MonoGame 3.0 beta for Windows games)

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  • Online Multiplayer Game Architecture [on hold]

    - by Eric
    I am just starting to research online multiplayer game development and I have a high-level architectural question regarding how online multiple games function. I have server-side and client-side programming experience, and I understand how AJAX-esque transfer protocol operates. What I don't understand yet is how online multiple fits into all of that. For example, an online Tetris multiplayer game. Would both players have the entire Tetris game built out on their client-side and then get pushed "moves" from the other player via some AJAX-esque mechanism, in which case each client would have to be constantly listening via JavaScript for inbound "moves" and update the client appropriately? Or would each client build out the aesthetics and run a virtual server per game to which each client connects and thus pull and push commands in real-time via something like web sockets? I apologize if this question is too high-level and general, but I couldn't find anything online that offered this high-level of a perspective on the topic.

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  • Zelda Adventure is an Epic Legend of Zelda Minecraft Game

    - by Jason Fitzpatrick
    What do you get when you combine a passion for The Legend of Zelda and Minecraft? A playable Zelda epic built entirely within Minecraft. Minecraft enthusiast Gary520 has invested some serious time into an amazing rendition of the Legend of Zelda universe done entirely in Minecraft. Zelda Adventure combines elements from across the Legend of Zelda games including characters, weapons, quests, and more. Watch the trailer above to see it in action. Currently the game is not in public release but you can grab a beta release with the first five dungeons on the Minecraft forums here (the Minecraft site seems to be down for maintenance, if anyone has a mirror to the file throw a link in the comments section). Zelda Adventure Trailer [YouTube via Wired] What is a Histogram, and How Can I Use it to Improve My Photos?How To Easily Access Your Home Network From Anywhere With DDNSHow To Recover After Your Email Password Is Compromised

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  • Can't recognize local webserver

    - by Syed Khalil-ur-Rehman
    My Internet Cable provider has set up a web server which hosts different entertainment material like movies, songs, tv shows and games etc. While using windows the pc recognises it as a local web server and downloads files with full LAN speed of 10 mb per second. On the contrary when using Ubuntu I am only able to download the files on my Internet speed not more than 100 kb per second. What ever I try ubuntu does not recognizes the webserver as a local area network web server but as a normal internet website. How to make Ubuntu download files from this server with full LAN speed. Please help in this regard. The url is http://dmasti.pk and yes it is a web server browsable by a web browser like firefox or ie.

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  • copyright of some arcade classics [closed]

    - by kamziro
    Possible Duplicate: How closely can a game resemble another game without legal problems So suppose I'm currently developing a variant of a snakes game for the iPhone, and you decided to call it "snakes". First, in general, how would you find out if a name's been copyrighted or not? It's probably safe with "snakes" because it's such a common word, and that there's been so many games around (please correct me if I'm wrong), but with some people copyrighting the name "edge", it would be best to be a bit careful. Second, suppose I decided to go with some name that is guaranteed to be different (e.g EL SERPENTES DE LOS REYES), would gameplay be a point of contention on copyright issues? For example, the tetris game is sort of "copyrighted" at the apple app store, and there was a crackdown on anyone using the word "tris" or anything related to it. However, if there was a game with the gameplay of tetris (or loosely very similar), with the name "BLOXODEREX", can it be liable to copyright/DMCA issues?

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  • How to program for constraints/rules

    - by Gaurav
    First the background, during interviews in the past, many times I have been asked to design some or other variation of card game as programming puzzle, and I have tried to design it in OO way, but I have never been satisfied with my solutions. However it was not until recently that I realized that I had been approaching the problem from the wrong direction. Specifically I was trying to solve the problem by modeling individual card as an object. Problem with this is individual cards don't have any non-trivial intrinsic behavior and therefore are not suitable (or primary) candidate as objects. What is interesting and important about cards are rules and constraints, such as there could be only four suits, or only thirteen cards in each suit. Of course, then there are any number of rules for games. So my questions are Are there any idioms/constructs/patterns to program for rules & constraints. How many in 1 can be applied in conjunction with OO paradigm.

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  • Friday Fun: Splash Back

    - by Asian Angel
    The best part of the week has finally arrived, so why not take a few minutes to have some quick fun? In this week’s game you get to play with alien goo as you work to clear the game board and reach as high a level as possible Latest Features How-To Geek ETC How to Upgrade Windows 7 Easily (And Understand Whether You Should) The How-To Geek Guide to Audio Editing: Basic Noise Removal Install a Wii Game Loader for Easy Backups and Fast Load Times The Best of CES (Consumer Electronics Show) in 2011 The Worst of CES (Consumer Electronics Show) in 2011 HTG Projects: How to Create Your Own Custom Papercraft Toy Calvin and Hobbes Mix It Up in this Fight Club Parody [Video] Choose from 124 Awesome HTML5 Games to Play at Mozilla Labs Game On Gallery Google Translate for Android Updates to Include Conversation Mode and More Move Your Photoshop Scratch Disk for Improved Performance Winter Storm Clouds on the Horizon Wallpaper Existential Angry Birds [Video]

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  • Browser-based MMOs (WebGL, WebSocket)

    - by Alon Gubkin
    Do you think it is technically possible to write a fully-fledged 3D MMO client with Browser JavaScript - WebGL for graphics, and WebSocket for Networking? Do you think future MMOs (and games generally) will wrriten with WebGL? Does today's JavaScript performance allow this? Let's say your development team was you as a developer, and another model creator (artist). Would you use a library like SceneJS for the game, or write straight WebGL? If you would use a library, but not SceneJS, please specify which. UPDATE (September 2012): RuneScape, which is a very popular 3D browser-based MMORPG that used Java Applets so far has announced that it will use HTML5 for their client (source). Java (left) and HTML5 (right)

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  • DragonRise USB Gamepad not working

    - by Gaurav Butola
    I have a Gamepad which is not working, I say "not working" because I was playing Urban Terror and the game was not responding to the gamepad button presses. How do I get the gamepad to work? I tried it in some other games Torcs, SuperTuxKark, Enemy Territory.... but, Same, there is no response to any of the gamepad button presses. Here is the output of lsusb Bus 005 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 004 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 003 Device 003: ID 0079:0011 DragonRise Inc. Bus 003 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 002 Device 001: ID 1d6b:0001 Linux Foundation 1.1 root hub Bus 001 Device 001: ID 1d6b:0002 Linux Foundation 2.0 root hub 003 on third line is my Gamepad.

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  • Networking gampeplay - Sending controller inputs vs. sending game actions

    - by liortal
    I'm reading about techniques for implementing game networking. Some of the resources i've read state that it is a common practice (at least for some games) to send the actual controller input across the network, to be fed into the remote game's loop for processing. This seems a bit odd to me and i'd like to know what are the benefits of using such a method? To me, it seems that controller input is merely a way to gather data to be fed into the game, which in turn determines how to translate these into specific game actions. Why would i want to send the control data and not the game actions themselves?

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  • Where do you search/look for game developers for an indie game startup?

    - by G.Campos
    Hey there I just recently saw stackoverflow had a game dev sister site so here I am, wondering if you experienced fellows know where one can search/look for game developers for an indie game startup? In other words: I have a game idea which I've written down with as much detail as possible (so anyone else can understand how it works) and now I'm looking for a heavy php programmer with whom to pair up in order to go from idea to reality. I'm a front-end/interface designer and an intermediate programmer. I recognize my project requires heavy programming skills which I do not have as of today =) So, what websites, communities or places do you recommend I go look into? Where do good programmers interested in indie games go look for projects if they don't have their own? Thanks in advance G.Campos

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  • Spreadsheets in Game Design?

    - by Joey Green
    There have been two instances from the past two weeks that I've heard from well known successful game developers that they use spreadsheets when designing games. The first being David Whatley in this GDCVault video: http://gdcvault.com/play/1012372/From-Zero-to-Time-Magazine The second being the guys that do Walled Garden Weekly: http://walledgardenweekly.com/ David said he models everything out and uses excel models to see how everything plays out. What on earth is he talking about? Is it seeing how the game mechanics react to each other? Is there somewhere where I can learn more about how to do this? Thanks

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  • Saving game data to server [on hold]

    - by Eugene Lim
    What's the best method to save the player's data to the server? Method to store the game saves Which one of the following method should I use ? Using a database structure(e.g.. mySQL) to store the game data as blobs? Using the server hard disk to store the saved game data as binary data files? Method to send saved game data to server What method should I use ? socketIO web socket a web-based scripting language to receive the game data as binary? for example, a php script to handle binary data and save it to file Meta-data I read that some games store saved game meta-data in database structures. What kind of meta data is useful to store?

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  • 10 Package Management Operations You Need Synaptic for on Ubuntu

    - by Chris Hoffman
    The Ubuntu Software Center is a solid, user-friendly application, but sometimes you need more power. The Synaptic package manager – previously included with Ubuntu by default – can do many things the Ubuntu Software Center can’t. You can install Synaptic from the Ubuntu Software Center – just search for Synaptic. You can also perform all these operations from the terminal – but, if you need a powerful graphical application for managing packages, Synaptic can’t be beat. How to Play Classic Arcade Games On Your PC How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8

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  • Is this simple XOR encrypted communication absolutely secure?

    - by user3123061
    Say Alice have 4GB USB flash memory and Peter also have 4GB USB flash memory. They once meet and save on both of memories two files named alice_to_peter.key (2GB) and peter_to_alice.key (2GB) which is randomly generated bits. Then they never meet again and communicate electronicaly. Alice also maintains variable called alice_pointer and Peter maintains variable called peter_pointer which is both initially set to zero. Then when Alice needs to send message to Peter they do: encrypted_message_to_peter[n] = message_to_peter[n] XOR alice_to_peter.key[alice_pointer + n] Where n i n-th byte of message. Then alice_pointer is attached at begining of the encrypted message and (alice_pointer + encrypted message) is sent to Peter and then alice_pointer is incremented by length of message (and for maximum security can be used part of key erased) Peter receives encrypted_message, reads alice_pointer stored at beginning of message and do this: message_to_peter[n] = encrypted_message_to_peter[n] XOR alice_to_peter.key[alice_pointer + n] And for maximum security after reading of message also erases used part of key. - EDIT: In fact this step with this simple algorithm (without integrity check and authentication) decreases security, see Paulo Ebermann post below. When Peter needs to send message to Alice they do analogical steps with peter_to_alice.key and with peter_pointer. With this trivial schema they can send for next 50 years each day 2GB / (50 * 365) = cca 115kB of encrypted data in both directions. If they need more data to send, they simple use larger memory for keys for example with today 2TB harddiscs (1TB keys) is possible to exchange next 50years 60MB/day ! (thats practicaly lots of data for example with using compression its more than hour of high quality voice communication) It Seems to me there is no way for attacker to read encrypted message without keys even if they have infinitely fast computer. because even with infinitely fast computer with brute force they get ever possible message that can fit to length of message, but this is astronomical amount of messages and attacker dont know which of them is actual message. I am right? Is this communication schema really absolutely secure? And if its secure, has this communication method its own name? (I mean XOR encryption is well-known, but whats name of this concrete practical application with use large memories at both communication sides for keys? I am humbly expecting that this application has been invented someone before me :-) ) Note: If its absolutely secure then its amazing because with today low cost large memories it is practicaly much cheeper way of secure communication than expensive quantum cryptography and with equivalent security! EDIT: I think it will be more and more practical in future with lower a lower cost of memories. It can solve secure communication forever. Today you have no certainty if someone succesfuly atack to existing ciphers one year later and make its often expensive implementations unsecure. In many cases before comunication exist step where communicating sides meets personaly, thats time to generate large keys. I think its perfect for military communication for example for communication with submarines which can have installed harddrive with large keys and military central can have harddrive for each submarine they have. It can be also practical in everyday life for example for control your bank account because when you create your account you meet with bank etc.

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