Vidiot_X Posted May 26, 2013 Report Posted May 26, 2013 Hi, This video shows the new features of the game engine such as lighting, shadows and two levels of map play. I am just about finished with the Phoenix game engine and I will be server testing with the beta team. The next video will show actual space combat. Yay. - Rich - https://www.youtube.com/watch?v=vC51HYvM_eQ&feature=youtu.be Quote
JoWie Posted May 26, 2013 Report Posted May 26, 2013 hah nice. Are you playing the music yourself? The graphics look a bit cluttered, a lot is going on. Not necessarily a bad thing though. What kind of networking model did you end up with? I remember a topic about it a long time ago. Quote
Vidiot_X Posted May 26, 2013 Author Report Posted May 26, 2013 Hi, I did play/write the music. I'm using a library call Bnetex which is thinner (code wise) and runs well on Linux, Windows and Mac. Here are some full screen images. It's a little hard to capture the game's layout/quality on video at 854 x 480 and low throughput. - Rich - http://www.phoenixusc.com/Personal_Post_Data/newmap5.jpg http://www.phoenixusc.com/Personal_Post_Data/newmap_3.jpg Quote
Vidiot_X Posted May 26, 2013 Author Report Posted May 26, 2013 Hi, Phoenix USC made the front page on IndieDB. YAY! http://www.indiedb.com/ - Rich - Quote
JoWie Posted May 26, 2013 Report Posted May 26, 2013 Does BnetEx only take care of serialization? Or does it also take care of more stuff specific to games?Are you are simply sharing x,y (and perhaps z ) values periodically, or doing something more complex to prevent cheating. Quote
Vidiot_X Posted May 27, 2013 Author Report Posted May 27, 2013 Does BnetEx only take care of serialization? Or does it also take care of more stuff specific to games?It does handle serialization. It also handles checksum and other stuff but that is about it. I handle all of the stuff like compression, encryption and more. I prefer it this way for speed as a thinner net library tends to be faster as far as latency in processing packets. At any rate it works great. I do send position and other data. Cheating is controlled by the server as it's in charge and maintains a copy of the game state and 'does' make the call on kills, player speed, positioning, how much energy a ship has at a given moment and much more. So this should help go a long way to control cheating. It is nothing like Subspace's simple packet/data forwarding method (as I understand it). I will be working on this here next week and making changes to balance security and speed/latency. - Rich - Quote
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