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  • What AMF Servers Support Remote Shared Objects?

    - by GrayB
    Greetings. I'm planning on building a Flex based multiplayer game, and I'm researching what will be required for the server end. I have PHP experience, so I started looking at ZendAMF. Now in this game, I'll need the concept of rooms, and real time updates to clients in those rooms, so it looks like I'll be using remote shared objects (correct, yes?). I'm not seeing where ZendAMF can support this. So I found this page: http://arunbluebrain.wordpress.com/2009/03/04/flex-frameworks-httpcorlanorg/ It seems to indicate that ZendAMF isn't going to do what I want. WebORB for PHP seems to be the only PHP based solution that does messaging, but on that page it doesn't mention "real-time" next to it like the Java based ones below it do. What should I be looking at for the server piece with my requirements? Do I need to make the jump to something like BlazeDS and try to pick up a bit of Java knowledge? Thanks.

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  • Feedback on IE9 developer tool

    - by anirudha
    if you already love IE9 this post really not for you. but still you need something more this post for you and want to know about IE9 why not use product guide they give you IE9 product guide well i already put the bad experience into many post here but a little practice more to show what IE9 actually is or what they show. well i believe that their is no one on MSDN can sure that IE9 is another thing for developer to struggle with. because they never thing about the thing they make. the thinking they have that we product windows who are best so everything we do are best and best. come to the point i means Web browsing we can divide them in two parts 1. someone who are developer and use browser mainly for development , debugging and testing what they produced and make better software. 2. user who are not know things more technically but use the web as their passion. so as a developer what developer want. are IE9 is really for developer now make a comparison. commonly every developer have a twitter account to follow the link of someone else to learn and read the best article on web and share to all follower of themselves. chrome and Firefox have many utilities for that but IE still have nothing. social networking is a good way to communicate with others. in IE their is no plug-in to make experience better as firefox and chrome have a list of plug-in to use browser with more comfort. their are a huge list of plug-in on Firefox and chrome is available for making experience better. but IE9 still have no plug-in for that. if you see http://ieaddons.com/ you still see that they are joking yeah white joke who believe on them. they still have no plug-in. are they fool or making other fool. on 2011 whenever Firefox and chrome claim many thing on the plug-in IE9 still have no plug-in. not for developer not for everyone else. yeah a list of useless stuff you can see their. IE9 developer tool maybe better if they copycat the firebug as they copycat Google’s search result for Bing. well it’ not sure but Google claim that. but what is in IE9 developer tool so great that MSDN developer talking about. i found nothing in IE9 developer tool still feel frustrated their is a big trouble to edit css. means you never can change the css without going to CSS tab. but i thing great many thing they make better their but they still produce not better option in IE9 developer tool. as a comparison firebug is great we all know but chrome is a good option if someone want to try their hands on new things. in firebug their is a list of plugin inside firebug available also to make task easier. like firepicker in firebug make colorpicking easier. firebug autocomplete make console script writing better and yslow show you the performance step you need to take for making site better. IE9 still have no plugin or that. IE9 maybe useful stuff whenever the interface they thing to make better. the problem with MSFT these days that they want to ship next version of every softare in WPF. yeah they make live 2011 in wpf. many of user go for someone else or downgrade their 2011 live. the problem they have that they never want to spent the time on learning to use a software again. IE9 not have the serius problem like live have but still IE9 is not so great as chrome. like in chrome their is smooth tabbing. IE9 ditto copycat the things for tabbing. but a little step more in IE have a problem that IE9 tab slip whenever you want to use them. in chrome never slip the tab without user want. well as user someone also want to paint their browser in the style they want or like. in firefox the sollution called personas or themes. same in chrome the things called themes but in IE they still believe that their is no need for them. means use same themes everytime no customization in 2011 yeah great joke. well i read a post [written in 2008] of developer who still claim that they never used Firefox because they have a license for visual studio and some other software and have IE in their system. i not what they want to show. means they always want or thing to show that firefox and chrome is pity and IE is great as all do. but what’s true we all know. when MSFT release IE9 RC they show the ads with comparison of IE9 RC with chrome6 but why not today with chrome 11 developer version. the many things on IE testdrive now work perfect on chrome. well what’s performance matter when a silly browser never give a better experience. yeah performance have matter in useful software. anyone can prove many things whenever they produce a featureless software. well IE9 is looking great in blogger’s post on many kind of website where developer not independently write. actually they are mentally forced to write for IE9 better and show blah blah even blah is very small as they show. i am not believe on some blogger when they write in a style who are easily known that the post in favor of IE9. if you thing of mine then i am not want to hide myself i am one of the lover of open source so i love Firefox and chrome both. but i am not wrong you find yourself that what is difference between IE9 and Firefox and chrome. so don’t believe on someone who are not mentally independent because most of them are write about IE9 because they want to show them better they are forced themselves to show IE9 as a tool and chrome and firefox as pity. well read everything but never believe on everyone without any confident of them. they actually all want to show the things they have as i have with chrome and firefox is better then IE9. so my feedback on IE9 is :- without any plugin , customization or many thing i described in the post make no sense of use of IE9. i still fall in love of firefox and chrome they both give a better support and things to make experience better on the web. so conclusion is that i not forced you to other not IE9. you need to use the tool who save your time. means if your IE9 save your time you should use them because time was more subjective then others. so use the software who save the time as i save my time in chrome and in firefox. i still found nothing inIE9 who save time of mine.

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  • Injecting tenant repositories with StructureMap in a multi-tenant MVC applicaiton

    - by FreshCode
    I'm implementing StructureMap in a multi-tenant ASP.NET MVC application to inject instances of my tenant repositories that retrieve data based on an ITenantContext interface. The Tenant in question is determined from RouteData in a base controller's OnActionExecuting. How do I tell StructureMap to construct TenantContext(tenantID); where tenantID is derived from my RouteData or some base controller property? Base Controller Given the following route: {tenant}/{controller}/{action}/{id} My base controller retrieves and stores the correct Tenant based on the {tenant} URL parameter. Using Tenant, a repository with an ITenantContext can be constructed to retrieve only data that is relevant to that tenant. Based on the other DI questions, could AbstractFactory be a solution?

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  • Examples of MMOs with small dev teams

    - by Aliud Alius
    I'd like to see a list of MMOs with small development teams in order to better understand where small teams have found a place for themselves. While examples of MMORPGs are of interest, so are games focusing on socializing, trade and commerce, city or empire building, crafting, exploration, strategy and so on. Any shipping game supporting between, say 800 and 10,000 simultaneous players belongs on this list. Thanks.

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  • Injecting multi-tenant repositories with StructureMap in ASP.NET MVC

    - by FreshCode
    I'm implementing StructureMap in a multi-tenant ASP.NET MVC application to inject instances of my tenant repositories that retrieve data based on an ITenantContext interface. The Tenant in question is determined from RouteData in a base controller's OnActionExecuting. How do I tell StructureMap to construct TenantContext(tenantID); where tenantID is derived from my RouteData or some base controller property? Base Controller Given the following route: {tenant}/{controller}/{action}/{id} My base controller retrieves and stores the correct Tenant based on the {tenant} URL parameter. Using Tenant, a repository with an ITenantContext can be constructed to retrieve only data that is relevant to that tenant. Based on the other DI questions, could AbstractFactory be a solution?

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  • Rockmelt, the technology adoption model, and Facebook's spare internet

    - by Roger Hart
    Regardless of how good it is, you'd have to have a heart of stone not to make snide remarks about Rockmelt. After all, on the surface it looks a lot like some people spent two years building a browser instead of just bashing out a Chrome extension over a wet weekend. It probably does some more stuff. I don't know for sure because artificial scarcity is cool, apparently, so the "invitation" is still in the post*. I may in fact never know for sure, because I'm not wild about Facebook sign-in as a prerequisite for anything. From the video, and some initial reviews, my early reaction was: I have a browser, I have a Twitter client; what on earth is this for? The answer, of course, is "not me". Rockmelt is, in a way, quite audacious. Oh, sure, on launch day it's Bay Area bar-chat for the kids with no lenses in their retro specs and trousers that give you deep-vein thrombosis, but it's not really about them. Likewise,  Facebook just launched Google Wave, or something. And all the tech snobbery and scorn packed into describing it that way is irrelevant next to what they're doing with their platform. Here's something I drew in MS Paint** because I don't want to get sued: (see: The technology adoption lifecycle) A while ago in the Guardian, John Lanchester dusted off the idiom that "technology is stuff that doesn't work yet". The rest of the article would be quite interesting if it wasn't largely about MySpace, and he's sort of got a point. If you bolt on the sentiment that risk-averse businessmen like things that work, you've got the essence of Crossing the Chasm. Products for the mainstream market don't look much like technology. Think for  a second about early (1980s ish) hi-fi systems, with all the knobs and fiddly bits, their ostentatious technophile aesthetic. Then consider their sleeker and less (or at least less conspicuously) functional successors in the 1990s. The theory goes that innovators and early adopters like technology, it's a hobby in itself. The rest of the humans seem to like magic boxes with very few buttons that make stuff happen and never trouble them about why. Personally, I consider Apple's maddening insistence that iTunes is an acceptable way to move files around to be more or less morally unacceptable. Most people couldn't care less. Hence Rockmelt, and hence Facebook's continued growth. Rockmelt looks pointless to me, because I aggregate my social gubbins with Digsby, or use TweetDeck. But my use case is different and so are my enthusiasms. If I want to share photos, I'll use Flickr - but Facebook has photo sharing. If I want a short broadcast message, I'll use Twitter - Facebook has status updates. If I want to sell something with relatively little hassle, there's eBay - or Facebook marketplace. YouTube - check, FB Video. Email - messaging. Calendaring apps, yeah there are loads, or FB Events. What if I want to host a simple web page? Sure, they've got pages. Also Notes for blogging, and more games than I can count. This stuff is right there, where millions and millions of users are already, and for what they need it just works. It's not about me, because I'm not in the big juicy area under the curve. It's what 1990s portal sites could never have dreamed of achieving. Facebook is AOL on speed, crack, and some designer drugs it had specially imported from the future. It's a n00b-friendly gateway to the internet that just happens to serve up all the things you want to do online, right where you are. Oh, and everybody else is there too. The price of having all this and the social graph too is that you have all of this, and the social graph too. But plenty of folks have more incisive things to say than me about the whole privacy shebang, and it's not really what I'm talking about. Facebook is maintaining a vast, and fairly fully-featured training-wheels internet. And it makes up a large proportion of the online experience for a lot of people***. It's the entire web (2.0?) experience for the early and late majority. And sure, no individual bit of it is quite as slick or as fully-realised as something like Flickr (which wows me a bit every time I use it. Those guys are good at the web), but it doesn't have to be. It has to be unobtrusively good enough for the regular humans. It has to not feel like technology. This is what Rockmelt sort of is. You're online, you want something nebulously social, and you don't want to faff about with, say, Twitter clients. Wow! There it is on a really distracting sidebar, right in your browser. No effort! Yeah - fish nor fowl, much? It might work, I guess. There may be a demographic who want their social web experience more simply than tech tinkering, and who aren't just getting it from Facebook (or, for that matter, mobile devices). But I'd be surprised. Rockmelt feels like an attempt to grab a slice of Facebook-style "Look! It's right here, where you already are!", but it's still asking the mature market to install a new browser. Presumably this is where that Facebook sign-in predicate comes in handy, though it'll take some potent awareness marketing to make it fly. Meanwhile, Facebook quietly has the entire rest of the internet as a product management resource, and can continue to give most of the people most of what they want. Something that has not gone un-noticed in its potential to look a little sinister. But heck, they might even make Google Wave popular.     *This was true last week when I drafted this post. I got an invite subsequently, hence the screenshot. **MS Paint is no fun any more. It's actually good in Windows 7. Farewell ironically-shonky diagrams. *** It's also behind a single sign-in, lending a veneer of confidence, and partially solving the problem of usernames being crummy unique identifiers. I'll be blogging about that at some point.

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  • Silverlight Cream for June 10, 2010 -- #879

    - by Dave Campbell
    In this Issue: Emiel Jongerius, Nokola, Christian Schormann, Tim Heuer, David Poll, Mike Snow(-2-), John Papa, and Charles Petzold. Shoutout: Viktor Larsson has a frank look at WP7 based on information from MIX10 and what was said this week in his post: Licking Windows Phone 7... yeah licking, not liking :) .. my guess is even that didn't allow him to keep it! If you haven't already noticed, the CodeProject reader's choice awards are out this week and Telerik won for their RadColorPicker and RadCalendar for Silverlight Telerik also needs congratulations for winning Telerik wins “Best of TechEd” award in the “Components and Middleware” category... check out that trophy... Steven Forte has a picture up of the Telerikers after getting the award. Koen Zwikstra has a new release of Silverlight Spy up that supports the latest release: Silverlight Spy 3.0.0.12 From SilverlightCream.com: Localization of XAML files in Silverlight Emiel Jongerius is back with another post, this time discussing Localizing XAM files... external links and source included. Coolest Silverlight Sound Library for Games I've Seen Yet Nokola talks up a Sound Library for Silverlight 4 Games ... and has links to a great demo, plus the source. SketchFlow: Firing Actions when a Storyboard is Complete Christian Schormann responded to some Twitter questions and demonstrates using the StoryboardCompleted trigger with a Navigate action. Hosting cross-domain Silverlight applications (XAP) Tim Heuer responds to a question from a reader and demonstrates how to host a XAP from a domain other than the one you're working on. Taking Microsoft Silverlight 4 Applications Beyond the Browser (TechEd WEB313) David Poll has all his material up from his TechEd presentation earlier this week on Silverlight OOB... and he covered some pretty extensive material ... check it out! Silverlight Tip of the Day #29 – Configuring Service Reference to Back to LocalHost Mike Snow has a couple new tips up... this first one is quick, but very useful... how to switch your service reference back to localhost without pulling out your hair. Silverlight Tip of the Day #30 – Sending Email from Silverlight In Mike Snow's latest tip, he shows how to send email from your Silverlight app... using a WCF service... and a step-by-step set of instructions. Creating Rich Interactions Using Blend 4: Transition Effects, Fluid Layout and Layout States (Silverlight TV #32) John Papa has Silverlight TV #32 up, and he's talking with Kenny Young of the Expression Blend team while Kenny uses some built-om effects and also creates some impressive examples from scratch -- code included. Simulating Touch Inertia on Windows Phone 7 Charles Petzold has a post up on simulating inertia on WP7... demos in WPF and then moves into WP7... math, source, and external links. Stay in the 'Light! Twitter SilverlightNews | Twitter WynApse | WynApse.com | Tagged Posts | SilverlightCream Join me @ SilverlightCream | Phoenix Silverlight User Group Technorati Tags: Silverlight    Silverlight 3    Silverlight 4    Windows Phone MIX10

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  • GWT Acegi alternative

    - by DroidIn.net
    I'm starting new project. The client interface is based on GWT (and GXT) I have no say it's predetermined. However I can pick and choose as far as server side so I can have some fun and hopefully learn something new in the process. Some requirements are : Exchange with server will be through use of JSON, most if not all of UI will be generated by GWT (JS) on the client, so the client/serve exchange will be limited to data exchange as much as possible No Hibernate (it's not really supported on the proprietary db I will be connecting to). In the past projects people would use JDBC or iBATIS Some sort of IoC (I'm thinking Guice just to stick with Google) Some sort of Security framework based on LDAP. In the past we would use Spring security (Acegi) but it wasn't ideal and we had to customize it a lot So basically should I stick with tried-and-true Spring/Acegi or try something based on Guice? And what that "something" would be and how mature is it?

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  • A list of game mechanics

    - by Iain
    I'm trying to compile a list of game mechanics, by which I mean high-level/meta game mechanics like Cooperation, Resource Management, Chance and Time Manipulation rather than low level mechanics like running, jumping climbing ladders, etc Does any one have any suggestions or can point me to good existing lists? My WIP list is already proving to be quite useful to me in the way I think about games.

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  • PHP - Rotate a HEX color value (eg swap all colors with "next" hex)

    - by Joe
    I have a set of hex values in an array in PHP. On my page, I have a slider which the user can "slide" to return a value between 1-100. I want to then, based on this slider value, swap all the colors in the array based on the colors "next" color based on the position in the array. An example of the same sort of thing would be like in photshop where you can rotate the hue of a layer. I want to do the same thing, in PHP, for a hex value. Any clues?

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  • wisotool 20100530 has been released

    <b>Wine-Reviews:</b> "Dan Kegel today released wisotool 20100530. wisotool is a handy winetricks-like script for automatically installing games from .iso or .mds files copied from your own dvds (or, if the game is freely downloadable, it will download it)."

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  • Separating physics and game logic from UI code

    - by futlib
    I'm working on a simple block-based puzzle game. The game play consists pretty much of moving blocks around in the game area, so it's a trivial physics simulation. My implementation, however, is in my opinion far from ideal and I'm wondering if you can give me any pointers on how to do it better. I've split the code up into two areas: Game logic and UI, as I did with a lot of puzzle games: The game logic is responsible for the general rules of the game (e.g. the formal rule system in chess) The UI displays the game area and pieces (e.g. chess board and pieces) and is responsible for animations (e.g. animated movement of chess pieces) The game logic represents the game state as a logical grid, where each unit is one cell's width/height on the grid. So for a grid of width 6, you can move a block of width 2 four times until it collides with the boundary. The UI takes this grid, and draws it by converting logical sizes into pixel sizes (that is, multiplies it by a constant). However, since the game has hardly any game logic, my game logic layer [1] doesn't have much to do except collision detection. Here's how it works: Player starts to drag a piece UI asks game logic for the legal movement area of that piece and lets the player drag it within that area Player lets go of a piece UI snaps the piece to the grid (so that it is at a valid logical position) UI tells game logic the new logical position (via mutator methods, which I'd rather avoid) I'm not quite happy with that: I'm writing unit tests for my game logic layer, but not the UI, and it turned out all the tricky code is in the UI: Stopping the piece from colliding with others or the boundary and snapping it to the grid. I don't like the fact that the UI tells the game logic about the new state, I would rather have it call a movePieceLeft() method or something like that, as in my other games, but I didn't get far with that approach, because the game logic knows nothing about the dragging and snapping that's possible in the UI. I think the best thing to do would be to get rid of my game logic layer and implement a physics layer instead. I've got a few questions regarding that: Is such a physics layer common, or is it more typical to have the game logic layer do this? Would the snapping to grid and piece dragging code belong to the UI or the physics layer? Would such a physics layer typically work with pixel sizes or with some kind of logical unit, like my game logic layer? I've seen event-based collision detection in a game's code base once, that is, the player would just drag the piece, the UI would render that obediently and notify the physics system, and the physics system would call a onCollision() method on the piece once a collision is detected. What is more common? This approach or asking for the legal movement area first? [1] layer is probably not the right word for what I mean, but subsystem sounds overblown and class is misguiding, because each layer can consist of several classes.

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  • Problem creating site using Microsoft Visual Web Developer Express 2008

    - by Peter
    Hi, this is a very newbie question, sorry! I need to create an aspx website based con C# and am calling some webservices based on some DLL's I already have. Beforem purchasing Visual Studio, I decided to try Microsoft Visual Web Developer Express (is this ok?) creating a Web Application ASP.NET based on Visual C#. I created the form to enter the data which is submitted when clicking the process button. At this point I need to call stuff from the DLL, which I have added in the Solution Explorer via Add Reference, selecting the DLL from the COM list. But whenever I run the project, I always get the error "the type or namespace xxx cannot be found - maybe a using directive or assembler directive is missing" when trying to create the object. What is my stupid mistake? Thanks!

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  • Commercial Gaming, Coming Soon to Linux?

    <b>Linux Magazine:</b> "The inability to play the latest off the shelf commercial games has been a thorn in the side of Linux for a long time. With companies such as Valve starting to embrace other platforms, will that be the catalyst Linux needs to become a first class citizen? "

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  • Security programming jobs

    - by Mike Smith
    I am a student, about to finish my undergraduate in Computer Science in about a year. I am very interested in computer/network security, but I also love programming. Is there a job or subfield that is a fusion of both? I have programmed everything from games to barcode readers to web bots, and I know for sure that I want to do some kind of programming, but ideally I would like to do some kind of software development involving computer security. Any advice would be appreciated.

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  • SQLBeat Episode 11 – Ted the Fred Krueger Halloween SQL

    - by SQLBeat
    In this episode of the SQLBeat Podcast I speak conversationally (Ok I will just say I converse) with Ted Krueger about Elm Street, where he works as a DBA who stores nightmares in SQL Server database tables. The joke about it being BLOB storage is only one of several that may scare you away from this Halloween Special. If you like listening to two SQL guys talking about the bands they used to be in, rainbow trout and video games, come on in. Bwaaaa Haaaa Haaa…..Ok I will stop. Download the MP3

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  • Desktop Fun: Street Fighter Customization Set

    - by Asian Angel
    Over the years Capcom’s popular Street Fighter games have allowed you to battle for victory with your favorite characters and opponents. Now you can take the battle to a whole new level and turn your desktop into the perfect fighting arena with our Street Fighter Customization set.How To Recover After Your Email Password Is CompromisedHow to Clean Your Filthy Keyboard in the Dishwasher (Without Ruining it)Learn How to Make HDR Images in Photoshop or GIMP With a Simple Trick

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  • Graphics card recommendation for dual-HD output?

    - by Graham
    I'm going for a dual-HD monitor setup (HDMI or DVI output), running Ubuntu 11.10 64-bit with Unity 3D. What graphics card / video card should I get? Requirements: Dual-monitor output for DVI (mixed-resolution: 1920x1080 and 1920x1200) Or dual-HDMI output, if it works with Ubuntu Smooth desktop compositing and (Chrome) browser and IDE window rendering At least 60fps on fullscreen glxgears (1920x1200 resolution) Supported and non-buggy behaviour in Unity 3D/Compiz Not looking to play games Smooth fullscreen video playback (just because)

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  • What is node.js?

    - by Jeffrey
    I don't fully get what node.js is all about. Maybe it's because I am mainly a web based business app developer. Can someone please explain what it is and the use of it? Thanks. My understanding so far is that: The programming model is event driven, especially the way it handles IO. It uses javascript and the parser is V8. It can be easily used to create concurrent server apps. Are my understandings correct? If yes, then what are the benefits of evented IO, is it just more for the concurrency stuffs? Also is the direction of node.js to become a framework like, javascript based (v8 based) programming model?

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  • Mac OS X Development.

    - by j-t-s
    Hi All, I would love to begin developing applications for the MAC OS X, although I have to idea where to start. Problem: I currently do not, and cannot afford a new MAC OS X-based computer. Solution: A very good friend loves trying out things that I've made for Windows, and also owns a MAC OS X computer, and is willing to test these new creations. Now I am faced with another problem. I don't know which language to use to develop these apps in. I am a .NET Developer and seeing as though I can only use a Windows based PC to develop MAC apps, where should I start? I've heard of Mono, and have used it on Linux before, would Mono be an option for MAC development on a Windows based computer, too? Are there any other ways around this? Any help is appreciated. :) Thank you jt

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  • Movement prediction for non-shooters

    - by ShadowChaser
    I'm working on an isometric 2D game with moderate-scale multiplayer, approximately 20-30 players connected at once to a persistent server. I've had some difficulty getting a good movement prediction implementation in place. Physics/Movement The game doesn't have a true physics implementation, but uses the basic principles to implement movement. Rather than continually polling input, state changes (ie/ mouse down/up/move events) are used to change the state of the character entity the player is controlling. The player's direction (ie/ north-east) is combined with a constant speed and turned into a true 3D vector - the entity's velocity. In the main game loop, "Update" is called before "Draw". The update logic triggers a "physics update task" that tracks all entities with a non-zero velocity uses very basic integration to change the entities position. For example: entity.Position += entity.Velocity.Scale(ElapsedTime.Seconds) (where "Seconds" is a floating point value, but the same approach would work for millisecond integer values). The key point is that no interpolation is used for movement - the rudimentary physics engine has no concept of a "previous state" or "current state", only a position and velocity. State Change and Update Packets When the velocity of the character entity the player is controlling changes, a "move avatar" packet is sent to the server containing the entity's action type (stand, walk, run), direction (north-east), and current position. This is different from how 3D first person games work. In a 3D game the velocity (direction) can change frame to frame as the player moves around. Sending every state change would effectively transmit a packet per frame, which would be too expensive. Instead, 3D games seem to ignore state changes and send "state update" packets on a fixed interval - say, every 80-150ms. Since speed and direction updates occur much less frequently in my game, I can get away with sending every state change. Although all of the physics simulations occur at the same speed and are deterministic, latency is still an issue. For that reason, I send out routine position update packets (similar to a 3D game) but much less frequently - right now every 250ms, but I suspect with good prediction I can easily boost it towards 500ms. The biggest problem is that I've now deviated from the norm - all other documentation, guides, and samples online send routine updates and interpolate between the two states. It seems incompatible with my architecture, and I need to come up with a better movement prediction algorithm that is closer to a (very basic) "networked physics" architecture. The server then receives the packet and determines the players speed from it's movement type based on a script (Is the player able to run? Get the player's running speed). Once it has the speed, it combines it with the direction to get a vector - the entity's velocity. Some cheat detection and basic validation occurs, and the entity on the server side is updated with the current velocity, direction, and position. Basic throttling is also performed to prevent players from flooding the server with movement requests. After updating its own entity, the server broadcasts an "avatar position update" packet to all other players within range. The position update packet is used to update the client side physics simulations (world state) of the remote clients and perform prediction and lag compensation. Prediction and Lag Compensation As mentioned above, clients are authoritative for their own position. Except in cases of cheating or anomalies, the client's avatar will never be repositioned by the server. No extrapolation ("move now and correct later") is required for the client's avatar - what the player sees is correct. However, some sort of extrapolation or interpolation is required for all remote entities that are moving. Some sort of prediction and/or lag-compensation is clearly required within the client's local simulation / physics engine. Problems I've been struggling with various algorithms, and have a number of questions and problems: Should I be extrapolating, interpolating, or both? My "gut feeling" is that I should be using pure extrapolation based on velocity. State change is received by the client, client computes a "predicted" velocity that compensates for lag, and the regular physics system does the rest. However, it feels at odds to all other sample code and articles - they all seem to store a number of states and perform interpolation without a physics engine. When a packet arrives, I've tried interpolating the packet's position with the packet's velocity over a fixed time period (say, 200ms). I then take the difference between the interpolated position and the current "error" position to compute a new vector and place that on the entity instead of the velocity that was sent. However, the assumption is that another packet will arrive in that time interval, and it's incredibly difficult to "guess" when the next packet will arrive - especially since they don't all arrive on fixed intervals (ie/ state changes as well). Is the concept fundamentally flawed, or is it correct but needs some fixes / adjustments? What happens when a remote player stops? I can immediately stop the entity, but it will be positioned in the "wrong" spot until it moves again. If I estimate a vector or try to interpolate, I have an issue because I don't store the previous state - the physics engine has no way to say "you need to stop after you reach position X". It simply understands a velocity, nothing more complex. I'm reluctant to add the "packet movement state" information to the entities or physics engine, since it violates basic design principles and bleeds network code across the rest of the game engine. What should happen when entities collide? There are three scenarios - the controlling player collides locally, two entities collide on the server during a position update, or a remote entity update collides on the local client. In all cases I'm uncertain how to handle the collision - aside from cheating, both states are "correct" but at different time periods. In the case of a remote entity it doesn't make sense to draw it walking through a wall, so I perform collision detection on the local client and cause it to "stop". Based on point #2 above, I might compute a "corrected vector" that continually tries to move the entity "through the wall" which will never succeed - the remote avatar is stuck there until the error gets too high and it "snaps" into position. How do games work around this?

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  • Pet Peeves with the Windows Phone 7 Marketplace

    - by Bil Simser
    Have you ever noticed how something things just gnaw at your very being. This is the case with the WP7 marketplace, the Zune software, and the things that drive me batshit crazy with a side of fries. To go. I wanted to share. XBox Live is Not the Centre of the Universe Okay, it’s fine that the Zune software has an XBox live tag for games so can see them clearly but do we really need to have it shoved down our throats. On every click? Click on Games in the marketplace: The first thing that it defaults to on the filters on the right is XBox Live: Okay. Fine. However if you change it (say to Paid) then click onto a title when you come back from that title is the filter still set to Paid? No. It’s back to XBox Live again. Really? Give us a break. If you change to any filter on any other genre then click on the selected title, it doesn’t revert back to anything. It stays on the selection you picked. Let’s be fair here. The Games genre should behave just like every other one. If I pick Paid then when I come back to the list please remember that. Double Dipping On the subject of XBox Live titles, Microsoft (and developers who have an agreement with Microsoft to produce Live titles, which generally rules out indie game developers) is double dipping with regards to exposure of their titles. Here’s the Puzzle and Trivia Game section on the Marketplace for XBox Live titles: And here’s the same category filtered on Paid titles: See the problem? Two indie titles while the rest are XBox Live ones. So while XBL has it’s filter, they also get to showcase their wares in the Paid and Free filters as well. If you’re going to have an XBox Live filter then use it and stop pushing down indie titles until they’re off the screen (on some genres this is already the case). Free and Paid titles should be just that and not include XBox Live ones. If you’re really stoked that people can’t find the Free XBox Live titles vs. the paid ones, then create a Free XBox Live filter and a Paid XBox Live filter. I don’t think we would mind much. Whose Trial is it Anyways? You might notice apps in the marketplace with titles like “My Fart App Professional Lite” or “Silicon Lamb Spleen Builder Free”. When you submit and app to the marketplace it can either be free or paid. If it’s a paid app you also have the option to submit it with Trial capabilities. It’s up to you to decide what you offer in the trial version but trial versions can be purchased from within the app so after someone trys out your app (for free) and wants to unlock the Super Secret Obama Spy Ring Level, they can just go to the marketplace from your app (if you built that functionality in) and upgrade to the paid version. However it creates a rift of sorts when it comes to visibility. Some developers go the route of the paid app with a trial version, others decide to submit *two* apps instead of one. One app is the “Free” or “Lite” verions and the other is the paid version. Why go to the hassle of submitting two apps when you can just create a trial version in the same app? Again, visibility. There’s no way to tell Paid apps with Trial versions and ones without (it’s an option, you don’t have to provide trial versions, although I think it’s a good idea). However there is a way to see the Free apps from the Paid ones so some submit the two apps and have the Free version have links to buy the paid one (again through the Marketplace tasks in the API). What we as developers need for visibility is a new filter. Trial. That’s it. It would simply filter on Paid apps that have trial capabilities and surface up those apps just like the free ones. If Microsoft added this filter to the marketplace, it would eliminate the need for people to submit their “Free” and “Lite” versions and make it easier for the developer not to have to maintain two systems. I mean, is it really that hard? Can’t be any more difficult than the XBox Live Filter that’s already there. Location is Everything The last thing on my bucket list is about location. When I launch Zune I’m running in my native location setting, Canada. What’s great is that I navigate to the Travel Tools section where I have one of my apps and behold the splendour that I see: There are my apps in the number 1 and number 4 slot for top selling in that category. I show it to my wife to make up for the sleepless nights writing this stuff and we dance around and celebrate. Then I change my location on my operation system to United States and re-launch Zune. WTF? My flight app has slipped to the 10th spot (I’m only showing 4 across here out of the 7 in Zune) and my border check app that was #1 is now in the 32nd spot! End of celebration. Not only is relevance being looked at here, I value the comments people make on may apps as do most developers. I want to respond to them and show them that I’m listening. The next version of my border app will provide multiple camera angles. However when I’m running in my native Canada location, I only see two reviews. Changing over to United States I see fourteen! While there are tools out there to provide with you a unified view, I shouldn’t have to rely on them. My own Zune desktop software should allow me to see everything. I realize that some developers will submit an app and only target it for some locations and that’s their choice. However I shouldn’t have to jump through hoops to see what apps are ahead of mine, or see people comments and ratings. Another proposal. Either unify the marketplace (i.e. when I’m looking at it show me everything combined) or let me choose a filter. I think the first option might be difficult as you’re trying to average out top selling apps across all markets and have to deal with some apps that have been omitted from some markets. Although I think you could come up with a set of use cases that would handle that, maybe that’s too much work. At the very least, let us developers view the markets in a drop down or something from within the Zune desktop. Having to shut down Zune, change our location, and re-launch Zune to see other perspectives is just too onerous. A Call to Action These are just one mans opinion. Do you agree? Disagree? Feel hungry for a bacon sandwich? Let everyone know via the comments below. Perhaps someone from Microsoft will be reading and take some of these ideas under advisement. Maybe not, but at least let’s get the word out that we really want to see some change. Egypt can do it, why not WP7 developers!

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  • Le CRYENGINE disponible sur Steam, le moteur de jeux accessible sous forme d'abonnement

    Le CRYENGINE maintenant disponible sur Steam, pour 9,90 €Comme cela avait été annoncé durant la Game Developers Conference 2014, Crytek suit la voie de Epic Games et rend disponible son moteur, le CRYENGINE, sous la forme d'un abonnement. Celui-ci s'élève à 9,90 € par mois mais contrairement à l'Unreal Engine 4, Crytek ne demande aucune royalties pour celui-ci. Le moteur est disponible sur Steam et uniquement sur celui-ci. Le vice président commercial de Valve a déclaré : ...

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