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PAST Prototype Walkthrough
#198752
08/07/07 17:14
08/07/07 17:14
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Joined: Mar 2003
Posts: 5,377 USofA
OP
Senior Expert
PAST Prototype Walkthrough
----------------------------------------------------------------------------------- http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=15175649----------------------------------------------------------------------------- Finally captured 1 gig of video and managed to reduce it to 100MB in a WMV with no sound. You should still be able to read the text though what is said doesn't really matter except to prove that the Local, Global, and IM chat work. There is no sound to this video and it was done in pseudo-WAN conditions (out of the office but only one hop). When we capture multiple hop video, we will post it to show that it responds exactly as you see. Here are some screenshos from the video so you can see what it really looks like. ---- ---- ---- ----
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Re: PAST Prototype Walkthrough
[Re: fastlane69]
#198753
08/07/07 17:40
08/07/07 17:40
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
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Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
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wow! This is really impressive, this game has really eveolved and gotten really better sind the first time I saw your first video. Im curious: Do you have any intrested "clients" for this education(?) software yet?
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: PAST Prototype Walkthrough
[Re: fastlane69]
#198756
08/07/07 18:28
08/07/07 18:28
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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I think I remember this too, the progress is indeed quite remarkable !! The level design looks good so far, I'm not commenting on that because it's still in development. The chatting looks decent and fluent but that depends from sever to server I guess and the gameplay is something I can judge from the moment I've played it Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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Re: PAST Prototype Walkthrough
[Re: frazzle]
#198757
08/07/07 18:53
08/07/07 18:53
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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Senior Expert
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The last two comments are the reason why this is a "prototype" and not a "demo": Things work but don't necesseraly have to look pretty! Frazzle, we are trying our best to get our office network topology set up for a true outside test. At that point, you can play around our world (though "gameplay" may be a bit too kind for what you can do in world right now... we don't have the "game" scaffolding up yet.)
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Re: PAST Prototype Walkthrough
[Re: fastlane69]
#198758
08/07/07 21:29
08/07/07 21:29
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Joined: Jan 2003
Posts: 4,305
Damocles
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Expert
Joined: Jan 2003
Posts: 4,305
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Nice to see your game running.
Some questions that came up when viewing the demonstration:
How much of the game is run on the server, and how much on the client? For example the particles, indicating the flightpath of the ball, do you send that information to the client, or is this just calculated by the clients version of the ball?
Do you controll your entities by using 3dgs "autmatic" methods, or by using send_skill, or even using only arrays ? Also, are there still potential problems of clients that could (on purpose) crash the server?
3dgs used to have that problem when using incorrect skript on the client (as much as I remember)
Can you easily "exclude" serverspecific code from the client-release, or how much needs to bedefined the same on both sides.
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Re: PAST Prototype Walkthrough
[Re: Damocles]
#198759
08/07/07 22:10
08/07/07 22:10
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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Senior Expert
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OP
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Joined: Mar 2003
Posts: 5,377
USofA
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Quote:
How much of the game is run on the server, and how much on the client?
The server runs 100% of the game. The client is merely a dumb terminal processing the visual cues from the server. So the particles are controlled by the server in that the balls position is sent by the server and the client traces particles from that.
Quote:
Do you controll your entities by using 3dgs "autmatic" methods, or by using send_skill, or even using only arrays ?
Amusingly enough to me, we use var arrays! I started using send_skill to control entities but now we only use that to send info down to the server, not up to the client.
Quote:
Also, are there still potential problems of clients that could (on purpose) crash the server?
While we both know that security is a weak link in the 3DGS network protocol, normal usuage of the client software does not lead to crashing no matter what you do. You could I suppose create a script that would crash it but I don't know what that would look like.
Quote:
Can you easily "exclude" serverspecific code from the client-release, or how much needs to bedefined the same on both sides.
So easily, it's already done! The server has zero client code and the client zero server code. Remember that with proper network object indexing, you don't need to share code. So the only thing that is shared are the script position of network vars and strings and such and that would be deep in the WRS file so not open to the public.
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