While observing the new influx of players I noticed a new tactic take place that seems to be the most effective (more so than black and white). Arrange pixels alternating between Red, Green and Blue. Then at least one of the color channels will be within range of the opponent and the odds are much better (almost certain).
Using C for a specialized data store
Pixenomics stores and transports 1.2 million pixels from the server to the client. During development we played with various methods to store and process this. Our ultimate goal was to send the entire board in under 1 second. During the stages of prototyping we used a MySQL database without thinking too much about performance. With a mere 2,000 pixels we quickly realised this wasn’t even usable...