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3 registered members (AndrewAMD, Grant, Neb),
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Re: multiplayer demo
[Re: Quad]
#300350
12/01/09 17:08
12/01/09 17:08
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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you mean local a7 networking, right? cause I made a demo a while back with anet, though I wouldn't call it a finished game...
~"I never let school interfere with my education"~ -Mark Twain
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Re: multiplayer demo
[Re: Matt_Aufderheide]
#300368
12/01/09 18:50
12/01/09 18:50
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Joined: Nov 2002
Posts: 913 Berlin, Germany
SchokoKeks
User
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User
Joined: Nov 2002
Posts: 913
Berlin, Germany
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Hi matt,
the movement of survive isn't well programmed, thats right. currently the input is send to the server who sends it back to all clients, including the one who send it in the first place. This way, the movement is in sync on all clients. Of course you could get the source code and change that, but it wouldn't be too easy. I'm currently working on an mmo base using the ANet plugin, that should be less laggy (cause it uses diablo-syle movement with the mouse).
What kind of online game is it going to be? the faster, the harder to implent, cause you'd have to write your own solid algorithms for movement prediction and error correction..
there is one commercial 3DGS online multiplayer project: glider - collect 'n kill" but it was made with A6.
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Re: multiplayer demo
[Re: SchokoKeks]
#300598
12/03/09 16:38
12/03/09 16:38
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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"the faster, the harder to implent, cause you'd have to write your own solid algorithms for movement prediction and error correction.." more on that topic here, darkinferno sent me this a while back: http://developer.valvesoftware.com/wiki/Source_Multiplayer_NetworkingI think this page is the reason there's so few online mutliplayer games made with 3dgs. Most people don't even find the time to finish their single player games; mutliplayer takes longer. Much longer. I know quite a few good and promising ANet projects that are currently in the works, and I bet at least 2 or so of them will be sold. But I can't show you any finished completed projects in that area, probably because ANet's not been around for too long.
~"I never let school interfere with my education"~ -Mark Twain
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Re: multiplayer demo
[Re: Damocles_]
#301081
12/08/09 09:05
12/08/09 09:05
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Joined: Jul 2005
Posts: 1,002 Trier, Deutschland
Nowherebrain
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
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idiot question here but....
would it not be faster and easier to just send vector pan and animation data from client to server, then server echos it out to the other clients(or they just read from the server) while all mesh data(what the models looks like, animations, textures)is stored on the clients...???
I'm no MMO programmer, I have no clue...
Last edited by Nowherebrain; 12/08/09 09:11.
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