Vidiot_X Posted November 19, 2010 Report Posted November 19, 2010 (edited) **** New Higher Resolution Video Now ********************************************* Here is a video of the Phoenix SS client/server in action.: http://www.youtube.com/watch?v=WH_hkTN7RL4^Right click on video and select Watch on YouTube for full screen. Full Screen image of the game here:http://redeyeware.zxq.net/Pheonix_SS_Client_Server_Alpha%203.html This video shows off the inertia physics (movement) as well as networking performance and map engine performance. There are two ships in this video a "client ship" and a "server ship". The client ship is the one that will actually get the screen scrolling. The Phoenix SS client/server, are in one application for now that can be either run as server or a client. But this may change in the future, breaking out the server into it's own application. One interesting note is that the frame rate (FPS) and networking timing code are working great. I was blown away that I could have the client running at half the frame rate (during video capture of client) of the server and still be able to smoothly play. The video capture about halved the performance of the client but the timing code handled it great. <_< Also threw in some original music to liven the demo up. Check it out! Richard Betson aka. Vidiot_X Edited November 20, 2010 by Richard Betson Quote
»jabjabjab Posted November 20, 2010 Report Posted November 20, 2010 Good Job. How is the background graphics going to be coded? I personally dislike the current client Continuum for the fact that placing the background objects is not possible (without the same scrolling speed as the ship) AKA the planets stars etc. Will you improve this in your client? Quote
Vidiot_X Posted November 20, 2010 Author Report Posted November 20, 2010 (edited) Essentially every object will be independent; meaning that you will be able to assign a value 0.0 - 1.0 that will let you adjust that objects rate of movement. Even the background (which is a 512 x 512 image tiled) will have an independent rate of movement. This will allow as many layers of movement you need as well as layers of depth (Z-Order). It will be cool to see what maps get created with all the cool parallax'ing . @All=====I have posted a higher resolution video above. Still getting used to all of this video encoding stuff. <_< Go to to video link above to see the new video. ThanksRichard Betson aka. Vidiot_X Edited November 20, 2010 by Richard Betson Quote
»Purge Posted November 21, 2010 Report Posted November 21, 2010 Great, looks like you're working rather quickly now. <_< Quote
Vidiot_X Posted November 22, 2010 Author Report Posted November 22, 2010 Yes! Humming right along. Richard Betson aka. Vidiot_X Quote
»Lynx Posted November 22, 2010 Report Posted November 22, 2010 Hey, that seems pretty cool but I was just wondering if you've done the smoothing yet. I noticed that the server ship jumped about an inch south at 00:37 - have you worked on handling the smoothing for lag (and jumpiness) yet? Good work Quote
Vidiot_X Posted November 22, 2010 Author Report Posted November 22, 2010 (edited) That jump is in the video capture process and possibly net delay. I have timing code in place that handles lag (frame drop) by keeping track of how many frames have dropped and then updates the physics, collision and map engines to account for the frame loss. Be assured that all will run smoothly. Richard Betson aka. Vidiot_X Edited November 22, 2010 by Richard Betson Quote
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