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Vidiot_X

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Everything posted by Vidiot_X

  1. Hi, Here is a shot of lighted bullets. The new background comes from NASA's site (no affiliation) and according to their site is OK to use, even commercially (http://www.nasa.gov/audience/formedia/features/MP_Photo_Guidelines.html) . I will be adding (fudging in for now) space debris tomorrow. Then back to networking. http://www.phoenix.subspace.co/images/screenshot_light_sm.png For a larger view: http://www.phoenix.subspace.co/images/screenshot_light.png or Here: http://www.phoenix.subspace.co/ Regards, - Rich -
  2. Hi, I had three clients and the server all flying around the map today. It looks as if I am on the right track to network this game. I should have bullets whizzing around and exploding ships tomorrow. I am hoping to have a 'basic' implementation of a server/client this weekend where you can at least fly around and shoot at and kill other players. Fingers crossed:) - Rich -
  3. Hi, I have been running simulations and optimizing code recently. It looks as if my baseline system (duel core low-end Vcard) should host up to 50 clients with about 100 bullet/bomb objects per client in a server playable mode (can play while hosting). As an unplayable (can 'not' play while hosting as a server) dedicated server it should be able to host 200 clients or more. It is hard to say ultimately how many clients can be hosted by a server. It will depend on the upstream bandwidth and CPU processing power. There is also an issues related to the display view and the level of zoom. If the client display is zoomed way out it may need to keep track of more then 50 players at a time. 50 players is about the max a client can handle at this moment but may increase with more optimization. So it may end up that a server might have have several zones with a 50 player max limit. I am hoping to increase this limit and I am working on it. All of the simulations I have run are at 100% max client usage. In the real world it is not likely that each client would be using all 100 bullet/Bomb objects at one time, so there is some headroom. Real world testing will flesh this out. So, I am getting close to a working server and client. The next few releases will be ironing-out the bugs and developing the client prediction model and server as well as fixing changes to the core frameworks to accommodate networking. So close to getting playable. Regards, - Rich -
  4. Phoenix SS - Tween and Client Prediction The yellow ship is a remote client shown on a server. http://www.youtube.com/watch?v=gg-5EYyTcEM&feature=youtu.be I think I am finally getting a handle on implementing a client prediction model for networking Phoenix SS ( Thanks Mark Sibly ) . I am able, with a variable timing tween system and the exact same physics, collision and tween frameworks for the server and client, render a very pleasing smooth render of the remote client. Both the server and clients are sampling net traffic at once every 100 milliseconds. The system interpolates the missing frames for physics and collision by having all the clients do their own physics and collisions and the server does as well. The server will periodically check the results of the clients to make sure no cheating is going on. This is a very raw test with no packet checking, but the absolute minimization of latency using this method is very cool. Because the clients and server both use the same exact frameworks the client predictions are deadly accurate and the server will ideally be checking the results of its map against the clients map, periodically checking the accuracy of the client results. That's the basic idea. - Rich -
  5. Hi, I have been working on the client server model and have implemented a variable rate timing for the tween system and it seems to be working well under test. This variable rate applies to the physics/collision frame rate and to the rate of the display v-sync (refresh rate). This allows fast display refresh rates to to be used and frees the tween and physics/collision systems to run at nearly any refresh rate. Basically all the networking, physics and collision systems are decoupled from a fixed frame rate which is good. So, I will be delaying the next release to include the new changes. Constructing a basic server up next after that. *Edit - also fixing a bug that will crash Phoenix SS if no DX10/11 installed on systems. Regards, - Rich -
  6. I have what appears to be a stable tween system that will interpolate given a lag/delay. I am currently setting up a basic server and client based on a client side prediction model. It's all new ground for me but I think I am getting a handle on it. - Rich -
  7. Hi, I had the opportunity to run the client on a DX10 system at 1920 x 1200 and it did fail with an 'exception error' in all but DX10. This gives me a clue into where the problem is and I will have a fix shortly. So another couple days. => Rich
  8. ^Thanks Hi, Here are two images that helps show how the collision system works. The first shows the collision lines that surround each wall part (and the round part). The second shows the map with the part images. If you have viewed the map editor video ( http://www.subspace.co/topic/26095-video-of-phoenix-ss-map-editor-progress-and-overview/ ) this may help explain part collision line segments. Regards, - Rich - Collision Lines: http://redeyeware.uphero.com/phoenix_ss/screenshot_lines_a.png The regular map view with the same position as above. http://redeyeware.uphero.com/phoenix_ss/screenshot_lines_b.png
  9. Hi I thought these deserved their own topic http://redeyeware.uphero.com/phoenix_ss/screenshotsm.png Hi, I am getting irregular shapes working fine with the collision system. Even bouncing on a curve (sort of sliding) as seen above. If I can make some wall parts with interesting curves/shapes I will add them in the next release. I am adding the map system and fixing some bugs as well as adding some better error checking for graphic driver setup. New version next weekend. Regards, - Rich - and.. Radar: http://redeyeware.uphero.com/phoenix_ss/screenshotsm2.png Hi, Getting radar up and running. Here is a shot of it at center position. At center it will rotate (as well as scroll) with the map and for me is sweet for keeping orientation. It will overlay the map but keep under the ship and can be light blended as shown as well as solid and transparent. I will also have an option to place radar in a corner stationary position. The radar map will scroll and rotate with the map but at it's stationary position. Also at both center and corner position the size of the radar map is scalable. The map view expands or contract as the player zooms the map in and out. Regards, - Rich -
  10. Hi, I had a report of OpenGL graphic driver crashing on resolutions greater then 1366 x 768. Also the Dx10/11 driver not reporting resolution 1920x1080 or possibly no resolution greater then 1768x992. Can anyone verify this? Thanks for testing. - Rich -
  11. Also getting R-Pi. They can (or will soon) come with Linux preloaded on a flash card. I will be compiling Phoenix SS for Linux (server, client,editor) as well (Lion) as Mac and Windows. I am anxious to see what they can do. The optional GERT board also looks cool,
  12. Hi cheese, Is that screenshot 1360x768 in DX 7? I do see a bug in my code were going above resolutions of 1366 x 768 would do this. I will fix that and a couple other bugs today and post a new version. If it is at 1360 x 768 then it has to be an issue with the DX 7 driver and your video cards implementation of DX 7, in the way it is large scaling images. Thanks, - Rich -
  13. Hi Resol, That should be doable and if I understand you right the radar would either scroll with ship movement or be fixed and perhaps scalable. Actually I was thinking along the lines of tying the radar to the zoom level as an option. I plan to put the radar in a traditional corner box (scrolling radar) similar to the way SuBSpace/Continuum does it and a second radar option that is under the ship for rotation mode (or non-rotation mode) that is semitransparent (alpha'ed) and keeps the radar orientation sensible when the screen is turning. I suppose the same could be done with the box style radar. It is really going to depend on performance in the end. - Rich -
  14. I feel like I am getting over the 'hump' with this project as collision and more has successfully begun to be implemented. With the last two versions of the client I have been able to test the core of the Phoenix SS framework and can now start to proceed to firming up the editor and starting work on the servers. The addition of Direct 10 and 11 really open up some possibilities as well. The plan is to now move the core framework, client and editor to a beta stage and start with a simple server to work out it's framework. As far as a timeline goes I plan to release the editor in a few weeks and start on the the first server model. I will also will add more to the core framework features such as a radar map (two styles), background elements, menu and HUD display. Off to code... - Rich -
  15. Ya the uploader does kind of suck and that's why (size too) I link off to my web pages. I've tried it here and all modes seem to work fine in DX7 on my Nvidia GeForce 6150se nForce 430 256meg which is a low end on-board video card. But I will look into to it further. BTW modes like 1280 x 800 x 32 (not 16:9 or 4:3) will appear tilted or skewed and should not be used. I can eliminate them in auto configure if need be. DX 7 is a legacy driver for sure and with all the other drivers available should not be too much of a concern IMHO. I am using this system as my baseline for development. System: Amd Athlon II X2 220 2.8ghz, Windows 7 64bit, 4 Gig memory, Nvidia GeForce 6150se nForce 430 256meg
  16. Hi cheese, I will fix this. Right now I am using a circle for ship collision. This might not be the best approach and I will change this to the ship having the same bounding lines as the parts do. I just need to update the editor which is up next and coming soon. You can check out the the editor video for more on what I mean (http://www.subspace....s-and-overview/). So the bottom line is I will fix this. This does sound like a miscalculation in the scale of the background image. What resolution were you running Phoenix SS in? IT also could be a problem with setting the view-port but unlikley. Use 'F8' to take a screen shot (will update help). That might help understand above. I will look into this. As you might know automatically setting up graphic drivers and modes can be a little tricky. Divide by zero should be easily fixable. Already built in just need to activate it. Have no fear;) I will add a map and parallaxing background elements. Phoenix SS also supports a scrolling background as well. Mainly, at this point I am testing the core of the Phoenix SS engine itself and will add all of this in the next release. The editor is nearly complete enough to generate maps, parts and ships. Look for it soon (next few weeks). Thanks very much.
  17. http://redeyeware.uphero.com/phoenix_ss/screenshot.png Phoenix SS http://redeyeware.up..._client_a83.zip Mirror Site http://redeyeware.zx..._client_a83.zip Hi, Here is the next version of the Phoenix SS client. DirectX should now have great performance (I get 140 FPS on average) as well as OpenGL. Other fixes as well. Please let me know if DirectX is working for you. There are two FPS's listed. The main loop FPS is outside of delta timing and is the raw loop FPS. Delta FPS is the rate of the graphics, physics and more. Because of the timing method I am using an actual FPS is not possible at present. I may add an option to list it later. I am using a fixed rate of timing so all graphic modes listed will be at a 60hrz refresh rate. The setup window should be easy to use, just select a graphic driver and resolution (graphic mode) and click "Play Phoenix SS". V-Sync on/off selects v-sync to be on or off. Fast Render does not wait for the vblank to render graphics. Been up all night so off to bed, let me know how it works. *edit - The setup window should automatically list the available graphic drivers and resolutions. Let me know if it is not detecting available drivers. Thanks. As a reminder use number pad ' - ' and ' + ' to zoom in and out. Hit ' F10' to toggle screen rotation on/off. Thanks - Rich -
  18. Yup Plolix has setup a space for me to host a web page. I will get something basic up tonight. I have a secondary site I will post it on here soon.
  19. http://redeyeware.uphero.com/phoenix_ss/phoenixss_setup_shot.png Hi, I have most of cheese's list fixed and implemented. DirectX 9,10 and 11 now really fly right along besting OpenGL's performance on my system. DX 10 and 11 now scale with no issues now. Collision seem pretty solid now and all of the parts are being displayed at different resolutions and zoom levels. I have redesigned the setup window which now determines which graphics drivers and resolutions are available making them assessable via a combination box (drop down). Windowed gaming is supported as well as other options including a feature to load maps on startup. I also now the color of the window and text. I am also including some map parts in the next version that will show how Phoenix SS can handle collision on round and oddly shaped parts. I should add that I am looking into lighting and shadow effects for DX10 and 11. I should have a new version up in a day or two. *Edit - I forgot to mention that all of the physics and collision are now tweened (delta timing) to 30FPS. This should be adequate and yield a smoother feel. The Zero Delay option will smooth out jerky windowed gaming but at a performance cost. Fast Render copies the backbuffer without waiting for a vertical blank to occur which can speed up FPS performance. - Rich -
  20. Hi, I am pretty sure I have found the bug with DirectX performance. I had the view-port off by one pixel row and column. As soon as I changed it I now get great (better then OpenGL) performance in DX9. I expect this will carry through to DX11 as well. At this point I am not sure I will keep DX7 as an option as it is just to slow I think, but we will see. I like to be as retro compatible as I can. Look for a new release very soon in the next few days or so. Maybe sooner.
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