Gamestudio Links
Zorro Links
Newest Posts
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Data from CSV not parsed correctly
by EternallyCurious. 04/25/24 10:20
Trading Journey
by howardR. 04/24/24 20:04
M1 Oversampling
by Petra. 04/24/24 10:34
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (EternallyCurious, AndrewAMD, TipmyPip, Quad), 902 guests, and 8 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
3DGS Multiplayer Suxs... Part 1! #142465
07/20/07 22:40
07/20/07 22:40
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Each screenshot is from a different computer.

Individual clients are listed on the left; ran out of screen space but there are 22 clients in the system at the time of the shot.

This is just a teaser; a video will be shown early next week with an even better demonstration later that week (if you know what I mean)...







Re: 3DGS Multiplayer Suxs... Part 1! [Re: fastlane69] #142466
07/20/07 22:47
07/20/07 22:47
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Always interesting to see actual Multiplayer projects done in 3DGS.

Do you use "native" 3dgs methods to move the entities?
Meaning, letting 3dGS handle global entities itself, (updating skills, and such);
Or do you use a custom method, and local entities? (sending only variables/arrays around)

And is this a LAN, or Internet session, that you tested it with 22 clients?

Re: 3DGS Multiplayer Suxs... Part 1! [Re: Damocles] #142467
07/20/07 23:18
07/20/07 23:18
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
In all these posts, I'm going to try and refrain from giving details about how we do what we do... it would just take too much time... but since it's you Damocles, I'll make an exception:

1) No. We have disabled 3DGS automatic sending of updates to ALL clients and wrote our own dead-reckoning algorithm. As you'll see next week, it's a smooth as silk on a babies ass! As you well know, 3DGS's network system is a FPS MP system (no more than 10 clients), not an RPG MMO system (over 100 clients). We had to do this to control what was sent to whom. It was a very simple solution that took me one month alone to program, another month for my employees to optimize, and we've been using it for over a year with no problems (bugs, yes; fundamental problems with our system, no)

2) This particular shot is all LAN. Our WAN tests are limited (which is what we will be doing early next week) but every time we have done WAN tests, the results have been the same as LAN. This is not surprising since WAN is just LAN only with more hops and we have algorithms in place (of which dead reckoning is only one) to take care of this excess latency.

Re: 3DGS Multiplayer Suxs... Part 1! [Re: fastlane69] #142468
07/20/07 23:41
07/20/07 23:41
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Very exciting to see fastlane69, looking forwards to see next posts.

Re: 3DGS Multiplayer Suxs... Part 1! [Re: Nems] #142469
07/21/07 02:41
07/21/07 02:41
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
Looking good Fastlane. So suxs == success and not the other!?


smile
Re: 3DGS Multiplayer Suxs... Part 1! [Re: fastlane69] #142470
07/21/07 07:05
07/21/07 07:05
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
Expert
William  Offline
Expert

Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Nice shots!

Quote:

1) No. We have disabled 3DGS automatic sending of updates to ALL clients and wrote our own dead-reckoning algorithm. As you'll see next week, it's a smooth as silk on a babies ass! As you well know, 3DGS's network system is a FPS MP system (no more than 10 clients), not an RPG MMO system (over 100 clients). We had to do this to control what was sent to whom. It was a very simple solution that took me one month alone to program, another month for my employees to optimize, and we've been using it for over a year with no problems (bugs, yes; fundamental problems with our system, no)





Were you planning to sell this code for license? I'd be interested in some great dead-reckoning code to eventually port over for my kart game. Currently, my code works alright, but there is still a few chops when changing direction suddenly. Although, my entities do not move like an FPS game, so if this code is good enough for that, then it should work fine. Would really just like to see the smoothing section of the code. Please PM me or post an email address for further contact(if I remember right, your PM always seems to be full).


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: 3DGS Multiplayer Suxs... Part 1! [Re: William] #142471
07/21/07 17:48
07/21/07 17:48
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline OP
Senior Expert
fastlane69  Offline OP
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
My PM is still full. If you know how to email, you can get in touch with me but I got sick of the 10 PMs a day asking how to the most trivial of things... gah!

In answer to your question, we have no plans on revealing our code right now. This is because when we go up to investors, they really love it when a person has a trade secret edge over the competition. We consider our MMO code our "Trade Secret" and thus it is not in our companies best interest to reveal it too soon.

My company will start rounding up investors for the final build of the game. We will try to raise roughly 1M USD. At that point, when we are solidly entrenched and on our way to commercial, then we will consider opening up our code to the public, but not sooner; but not until my companies position in the market (3DGS, Education, Video Game Industry) is secure.

Besides, wait for the video/demo next week and see for yourself how smooth we are... it may be we are doing no better or worse than you already are!

Re: 3DGS Multiplayer Suxs... Part 1! [Re: fastlane69] #142472
07/21/07 20:36
07/21/07 20:36
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Indeed very interesting fastlane !!
Looks quite promising, waiting curious untill that video

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
Re: 3DGS Multiplayer Suxs... Part 1! [Re: frazzle] #142473
07/22/07 18:31
07/22/07 18:31
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
With the new net-dll by nfs42, I also have more interest into multiplayer again.
You should have a look at it, as it seems to develop quite well.

It has especially not the nasty overhead, that 3dgs produces
(various things, like checking that the same level is loaded on client and server,
requiering that the same skipt is used on both)
There are workarounds to that, but this is work I dont see should be nessecary.
You hate the native 3dgs funtions less than me...

But in case you offer a demo, to your project, I would be interrested to
see it running on a larger scale over the net.

Re: 3DGS Multiplayer Suxs... Part 1! [Re: fastlane69] #142474
07/22/07 23:09
07/22/07 23:09
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
i like the textures


Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1