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multiplayer demo #300348
12/01/09 16:49
12/01/09 16:49
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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Does anyone know of or have a demo that shows multiplayer networking actually working in A7? I want something to show some people who are considering using A7 for an online multiplayer game.


Sphere Engine--the premier A6 graphics plugin.
Re: multiplayer demo [Re: Matt_Aufderheide] #300349
12/01/09 16:52
12/01/09 16:52
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=283739#Post283739

and it is fun game wink and source code released. and plays fine over the internet.


3333333333
Re: multiplayer demo [Re: Quad] #300350
12/01/09 17:08
12/01/09 17:08
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
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
Re: multiplayer demo [Re: Germanunkol] #300365
12/01/09 18:04
12/01/09 18:04
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Posts: 4,131
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Matt_Aufderheide Offline OP
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Matt_Aufderheide  Offline OP
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I mean a game that works over the internet.

I just tried that Survive game, and man its really laggy, but I assume it's programmed wrong..it seems like the movement isn't done on the client side.

Does anyone know of a internet multiplayer A7 game that actually works well on the internet..?


Sphere Engine--the premier A6 graphics plugin.
Re: multiplayer demo [Re: Matt_Aufderheide] #300368
12/01/09 18:50
12/01/09 18:50
Joined: Nov 2002
Posts: 913
Berlin, Germany
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SchokoKeks Offline
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SchokoKeks  Offline
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Posts: 913
Berlin, Germany
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.

Re: multiplayer demo [Re: SchokoKeks] #300598
12/03/09 16:38
12/03/09 16:38
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
"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_Networking

I 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
Re: multiplayer demo [Re: Germanunkol] #300969
12/07/09 12:19
12/07/09 12:19
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Interesting detail analysis in the Source-Engine link.

It states once again, that these high-speed games like shooters
dont work in a pure Server-dictated environment.
But the client also doing movement predition and
the server adjusting for time-lags in client inputs.

Thats the reason why they can come around most lag-issues.
(eg. the client-player moves instantly when hitting move, due
to client prediction)
But it also shows how complex it is to implement.

Re: multiplayer demo [Re: Damocles_] #301081
12/08/09 09:05
12/08/09 09:05
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Posts: 1,002
Trier, Deutschland
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.

Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: multiplayer demo [Re: Nowherebrain] #301087
12/08/09 09:54
12/08/09 09:54
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Posts: 2,154
Server and clients dont send the mesh / model data, but
only frame and positiondata, etc.

The problem for "real" commercial games is, that the
server can not trust the clients to send unaltered data.
A client could just send its local position, that is
directly controlled by the player, plus other actions like shooting.
This would actually work pretty fast, and is a solution
for hobby games. But its also easy to cheat on it.

Plus: the server has a hard time to syncronize
this data, to determine collisions and
hits properly. (in high latency internet setups)

Re: multiplayer demo [Re: Damocles_] #301253
12/09/09 08:46
12/09/09 08:46
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Posts: 1,002
Trier, Deutschland
That is exactly what I meant, all the assets stored on the client side(for obvious reasons...bandwidth, & common sense)...as for the rest...like I said...not a clue.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
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