JoWie Posted October 27, 2011 Report Posted October 27, 2011 He's using a different client-server model than what continuum uses. So its a bit more complicated than that. Quote
»Lynx Posted October 27, 2011 Report Posted October 27, 2011 If he knows nada about networking, why start with anything more complex than that? Quote
JoWie Posted October 27, 2011 Report Posted October 27, 2011 Because he knows how to ask for help? Quote
»Lynx Posted October 27, 2011 Report Posted October 27, 2011 So what networking model are you proposing? Quote
»jabjabjab Posted November 29, 2011 Author Report Posted November 29, 2011 http://dl.dropbox.com/u/31589881/Screenshot-1322562615560.png Added a new concept: Dynamic map setting. Basically the way the map works is in chunks of 16x16 tiles. the chunks are stored as a byte per tile type. The system works simular to minecraft in that the chunks load closest to you, but seeing as this isnt as big as a minecraft chunk, loading many should not be an issue. The idea arose when people spoke to me about minecraft in subspace, and I thought "How fun would it be to play subspace games like turf, and ctf, when you can play in bases you make, and tiles can be damaged?" Quote
Resol Posted November 29, 2011 Report Posted November 29, 2011 There is a damage module, I think Smong wrote, and JoWie had done some work to it, it tracks damage and you can make it track damage on tiles, and destroy them.. never figured out how though. Quote
»jabjabjab Posted December 1, 2011 Author Report Posted December 1, 2011 Progress in my Infiinite map Schematic creator. http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/SchematicEditorProgress.png?t=1322732514 Quote
PoLiX Posted December 2, 2011 Report Posted December 2, 2011 We have a saying in my trade... "Focus on the Solution, not the Problem." In your case, by constantly moving on and working on a little bit here and there, you'll accomplish far more than many before you. You won't get frustrated, and you won't dwell on something not working. You can always come back and fix it later with some help. Quote
»jabjabjab Posted December 7, 2011 Author Report Posted December 7, 2011 Networking is partway through. I am using KyroNet as a networking library designed for this kind of networking. It is AMAZING. I have the players logging in, sending / receiving messaging, and moving and showing up on the screen. Quote
»jabjabjab Posted December 7, 2011 Author Report Posted December 7, 2011 Here is my crappy progress thus far: Quote
»jabjabjab Posted December 8, 2011 Author Report Posted December 8, 2011 Working on weapons and collision tonight Quote
»jabjabjab Posted December 8, 2011 Author Report Posted December 8, 2011 Okay Collision is nearly done. I also need to get a better system of sending the player's x and y coordinates without a jump because of offsets due to udp packets failing to arrive and offseting the player relying only on it's momentum. (the reason why im not sending x and y often is because how jumpy the player is) worked on message sending a little to organize into staff commands / staff checks on the server's side. I also plan to add seperated chats for staff and squad, using pink and purple text colors. Quote
Cheese Posted December 9, 2011 Report Posted December 9, 2011 better to make 3 arguments for text color: R, G, B Quote
Cheese Posted December 10, 2011 Report Posted December 10, 2011 #1 wtf are those#2 hell no ps fu new page Quote
Dr Brain Posted December 10, 2011 Report Posted December 10, 2011 I believe it was made in jest. Quote
spidernl Posted December 11, 2011 Report Posted December 11, 2011 It's used in printing, you silly. Quote
Marioman Posted December 13, 2011 Report Posted December 13, 2011 (edited) This is great, can you github/svn the source so a) we can fork it and work on stuff, and thinking about porting it to html5 + javascript. Not too worried about performance. Edited December 13, 2011 by Marioman Quote
JoWie Posted December 13, 2011 Report Posted December 13, 2011 (edited) The graphics have been done in html5 before (and it performed well), the issue was/is getting the networking right Edited December 13, 2011 by JoWie Quote
Marioman Posted December 14, 2011 Report Posted December 14, 2011 any links to the project? have no experience with networking but maybe it can be done with websockets. Quote
JoWie Posted December 14, 2011 Report Posted December 14, 2011 (edited) I was asked not to share the link, but maybe the author will reply (doubt it since I have not seen him for like a year). The issue is not being able to open a connection (I have a working WebSocket version 8 server (not subspace) ). The issues include things such as:Its TCP, not UDP. This means you will have problems with syncing clocks, nagle's algorithm, packetloss delaying any subsequent packets, et ceteraThe client can not be trusted in any way. The protocol will have to be set up a lot different than what continuum uses. But at the same time with low latency and low input lag.A lot of data must be moved away from the client, such as cloaked playersPlayers can modify the client to aid with things such as aimingThings are very easy to automate, you will need a way to prevent bots for RPG-style zones.The impact of rogue zones must be limited in some wayI know how to fully or partially solve these points, but I do not have time to spend on this until February (not the same project as previously mentioned). Edited December 14, 2011 by JoWie Quote
Cheese Posted December 14, 2011 Report Posted December 14, 2011 sockets are sockets its bound to have a UDP socket somewhere Quote
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