<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Gaming on jkm.dev</title><link>https://jkm.dev/tags/gaming/</link><description>Recent content in Gaming on jkm.dev</description><generator>Hugo</generator><language>en-GB</language><lastBuildDate>Thu, 28 May 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://jkm.dev/tags/gaming/index.xml" rel="self" type="application/rss+xml"/><item><title>How 2004 RuneScape fit a multiplayer RPG into 56k dial-up</title><link>https://jkm.dev/posts/how-2004-runescape-fit-a-multiplayer-rpg-into-56k-dialup/</link><pubDate>Thu, 28 May 2026 00:00:00 +0000</pubDate><guid>https://jkm.dev/posts/how-2004-runescape-fit-a-multiplayer-rpg-into-56k-dialup/</guid><description>&lt;p&gt;In 2004 I played too much &lt;em&gt;RuneScape&lt;/em&gt; on a 56k modem that died the moment Mum picked up the phone. A 3D world, up to a couple of thousand players on a server, dozens on screen at once - in the browser, on 5 kilobytes per second. It worked. Let&amp;rsquo;s follow a single step and see how.&lt;/p&gt;</description></item><item><title>How Cities: Skylines uses a stock-market analogy to drive almost everything in the game</title><link>https://jkm.dev/posts/cities-skylines-trading-market/</link><pubDate>Wed, 24 Feb 2021 00:00:00 +0000</pubDate><guid>https://jkm.dev/posts/cities-skylines-trading-market/</guid><description>&lt;p&gt;I wanted to find out how &lt;em&gt;Cities: Skylines&lt;/em&gt; drives the constant motion you see in a growing city - residents looking for jobs, tourists visiting attractions, garbage trucks doing their rounds, even cims looking for love - and I couldn&amp;rsquo;t find much written up about it. So I decompiled the game and dug in. What I found is that almost every interaction in the game runs through a single, elegant system: a stock-market-style trading market.&lt;/p&gt;</description></item></channel></rss>