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  • Strategy game programming in Java, how the map and unit classes should work/relate each other.

    - by Gabriel A. Zorrilla
    As a way of learning Java i'm doing a little strategy game. You have a game map and military units. The gamemap and the units are Jpanels which are binded together in another class called GameWindow, which has a JLayeredPane where the gamepap is below the units. Every time i click a unit (and therefore, the JPane) I can get the unit's information. The problem comes when i want to move a unit... each unit is self drawn inside it's Jpanel, how do i represent the change in position over the gamemap? I'm thinking about reloading the whole game window based on a position change of a unit (because the JPAnels that represent the units are created in the GameWindow, not drawn in the gamemap). Another more elegant option, should be repainting the whole map, with the units. But that way the units would lose it's status of objects (no more JPAnels, just being drawn in the gamemap paint() method), and how would i tell if one unit is clicked? I dont know how people with more experience in games handle the class structure in strategy games. I believe i have the right structure (map, game units, each one an object) but I'm having difficulties making it work together. Here is a snapshot of the map with a couple of units:

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  • VB6 Game Development

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "near-zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do suggest solutions with good performance and as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) UPDATE: Here is a screen shot of GearHead Garage. This picture ought to describe what i was attempting in words above... :) Thank You

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  • Leveraging hobby experience to get a job

    - by Bernard
    Like many other's I began programming at an early age. I started when I was 11 and I learned C when I was 14 (now 26). While most of what I did were games just to entertain myself I did everything from low level 2D graphics, and binary I/O, to interfacing with free API's, custom file systems, audio, 3D animations, OpenGL, web sites, etc. I worked on a wide variety of things trying to make various games. Because of this experience I have tested out of every college level C/C++ programming course I have ever been offered. In the classes I took, my classmates would need a week to do what I finished in class with an hour or two of work. I now have my degree now and I have 2 years of experience working full time as a web developer however I would like to get back into C++ and hopefully do simulation programming. Unfortunately I have yet to do C++ as a job, I have only done it for testing out of classes and doing my senior project in college. So most of what I have in C++ is still hobby experience and I don't know how to best convey that so that I don't end up stuck doing something too low level for me. Right now I see a job offer that requires 2 years of C++ experience, but I have at least 9 (I didn't do C++ everyday for the last 14 years). How do I convey my experience? How much is it truly worth? and How do I get it's full value? The best thing that I can think of is a demo and a portfolio, however that only comes into play after an interview has been secured. I used a portfolio to land my current job. All answers and advice are appreciated.

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  • Resource placement (optimal strategy)

    - by blackened
    I know that this is not exactly the right place to ask this question, but maybe a wise guy comes across and has the solution. I'm trying to write a computer game and I need an algorithm to solve this question: The game is played between 2 players. Each side has 1.000 dollars. There are three "boxes" and each player writes down the amount of money he is going to place into those boxes. Then these amounts are compared. Whoever placed more money in a box scores 1 point (if draw half point each). Whoever scores more points wins his opponents 1.000 dollars. Example game: Player A: [500, 500, 0] Player B: [333, 333, 334] Player A wins because he won Box A and Box B (but lost Box C). Question: What is the optimal strategy to place the money? I have more questions to ask (algorithm related, not math related) but I need to know the answer to this one first. Update (1): After some more research I've learned that these type of problems/games are called Colonel Blotto Games. I did my best and found few (highly technical) documents on the subject. Cutting it short, the problem I have (as described above) is called simple Blotto Game (only three battlefields with symmetric resources). The difficult ones are the ones with, say, 10+ battle fields with non-symmetric resources. All the documents I've read say that the simple Blotto game is easy to solve. The thing is, none of them actually say what that "easy" solution is.

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  • MySQL: How to pull information from multiple tables based on information in other tables?

    - by Greg
    Ok, I have 5 tables which I need to pull information from based on one variable. gameinfo id | name | platforminfoid gamerinfo id | name | contact | tag platforminfo id | name | abbreviation rosterinfo id | name | gameinfoid rosters id | gamerinfoid | rosterinfoid The 1 variable would be gamerinfo.id, which would then pull all relevant data from gamerinfo, which would pull all relevant data from rosters, which would pull all relevant data from rosterinfo, which would pull all relevant data from gameinfo, which would then pull all relevant data from platforminfo. Basically it breaks down like this: gamerinfo contains the gamers basic information. rosterinfo contains basic information about the rosters (ie name and the game the roster is aimed towards) rosters contains the actual link from the gamer to the different rosters (gamers can be on multiple rosters) gameinfo contains basic information about the games (ie name and platform) platform info contains information about the different platforms the games are played on (it is possible for a game to be played on multiple platforms) I am pretty new to SQL queries involving JOINs and UNIONs and such, usually I would just break it up into multiple queries but I thought there has to be a better way, so after looking around the net, I couldn't find (or maybe I just couldn't understand what I was looking at) what I was looking for. If anyone can point me in the right direction I would be most grateful.

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  • c# Display the data in the List view

    - by Kumu
    private void displayResultsButton_Click(object sender, EventArgs e) { gameResultsListView.Items.Clear(); //foreach (Game game in footballLeagueDatabase.games) //{ ListViewItem row = new ListViewItem(); row.SubItems.Add(game.HomeTeam.ToString()); row.SubItems.Add(game.HomeScore.ToString()); row.SubItems.Add(game.AwayTeam.ToString()); row.SubItems.Add(game.AwayScore.ToString()); gameResultsListView.Items.Add(row); // } //footballLeagueDatabase.games.Sort(); } } } This is the display button and the following code describes the add button. private void addGameButton_Click(object sender, EventArgs e) { if ((homeTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Home Team"); else if (homeScoreUpDown.Maximum <= 9 && homeScoreUpDown.Minimum >= 0) MessageBox.Show("You must enter one digit between 0 and 9"); else if ((awayTeamTxt.Text.Length) == 0) MessageBox.Show("You must enter a Away Team"); else if (awayScoreUpDown.Maximum <= 9 && awayScoreUpDown.Minimum >= 0) MessageBox.Show("You must enter one digit between 0 to 9"); else { //checkGameInputFields(); game = new Game(homeTeamTxt.Text, int.Parse(homeScoreUpDown.Value.ToString()), awayTeamTxt.Text, int.Parse(awayScoreUpDown.Value.ToString())); MessageBox.Show("Home Team" + 't' + homeTeamTxt.Text + "Away Team" + awayTeamTxt.Text + "created"); footballLeagueDatabase.AddGame(game); //clearCreateStudentInputFields(); } } I need to insert data into the above text field and Numeric up down control and display them in the list view. But I dont know How to do it, because when I press the button "Display Results" it displays the error message. If you know how can I display the data in the list view, please let me know.This is the first time I am using List view.

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  • VB6 Game Development : Don't ask me why :-)

    - by CVS-2600Hertz-wordpress-com
    Hi All, I am developing a game in VB6 (plz don't ask me why :) ). The storyboard is ready and a rough implementation is underway. I am following a "pure-software-rendering" approach. (i.e. no DirectX, no openGL etc.) Amongst many others, the following "serious" problems exist: 2D alpha transparency reqd. to implement overlays. Parallax implementation to give depth-of-field illusion. Capturing mouse-scroll events globally (as in FPS-es; mapping them to changing weapon). Async sound play with absolute "zero-lag". Any ideas anyone. Please suggest any well documented library/ocx or sample-code. Plz do provide solutions with max performance and with as little overhead as possible. Also, anyone who has developed any games, and would be open to sharing her/his code would be highly appreciated. (any well-acknowledged VB games whose source-code i can study??) Thank You

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  • How to re-enable the idle timer in ios once it has been disabled (to allow the display to sleep again)?

    - by lindon fox
    I have figured out how to stop an iOS device from going to sleep (see below), but I am having troubles undoing that setting. According to the Apple Documentation, it should just be changing the value of the idleTimerDisabled property. But when I test this, it does not work. This is how I am initially stopping the device from going to sleep: //need to switch off and on for it to work initially [UIApplication sharedApplication].idleTimerDisabled = NO; [UIApplication sharedApplication].idleTimerDisabled = YES; I would have thought that the following would do the trick: [UIApplication sharedApplication].idleTimerDisabled = NO; From the Apple Documentation: The default value of this property is NO. When most applications have no touches as user input for a short period, the system puts the device into a "sleep” state where the screen dims. This is done for the purposes of conserving power. However, applications that don't have user input except for the accelerometer—games, for instance—can, by setting this property to YES, disable the “idle timer” to avert system sleep. Important: You should set this property only if necessary and should be sure to reset it to NO when the need no longer exists. Most applications should let the system turn off the screen when the idle timer elapses. This includes audio applications. With appropriate use of Audio Session Services, playback and recording proceed uninterrupted when the screen turns off. The only applications that should disable the idle timer are mapping applications, games, or similar programs with sporadic user interaction. Has anyone come across this problem? I am testing on iOS6 and iOS5. Thanks in advance.

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  • gems, bundle command, and ruby not found in new terminal window

    - by user3579987
    So I installed ruby with rvm, ran a bundle install and installed a bunch of gems, etc. It all works just fine in the original terminal window I did all of this in but I opened up a new terminal window and now I'm getting errors like bundle: command not found and gem command not found. I tried doing a symbolic link for the gem command but then when I do gem list it displays a much shorter list of my local gems and not at all the ones I need for bundle install. Is there something I need to do to configure bash or rvm so that it recognizes that I did indeed install all the gems I have installed? name@crunchbang:~/ug_research_portal$ which gem /home/name/.rvm/rubies/ruby-2.1.1/bin/gem name@crunchbang:~/ug_research_portal$ which ruby /home/name/.rvm/rubies/ruby-2.1.1/bin/ruby And in ~/.bashrc: GEM_HOME="/home/name/.rvm/gems/ruby-2.1.1" GEMGLOBAL_HOME="/home/ name/.rvm/gems/ruby-2.1.1@global" export PATH=$PATH:$GEM_HOME/bin:$GEMGLOBAL_HOME/bin:$HOME/.rvm/bin Edit: Looks like my $PATH is somehow wrong? bash: /home/name/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/bin:/bin:/usr/local/games:/usr/games:/home/name/.rvm/gems/ruby-2.1.1/bin:/home/name/.rvm/gems/ruby-2.1.1@global/bin:/home/name/.rvm/bin/: No such file or directory which is odd since ls for /home/name/.rvm/bin and /home/name/.rvm/gems/ruby-2.1.1@global/bin and /home/name/.rvm/gems/ruby-2.1.1/bin work just fine Psych, I was just doing $PATH instead of echo "$PATH" which was giving me the No such file or directory error. The original problem still stands though.

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  • In what way does non-"full n-key rollover" hinder fast typists?

    - by Michael Kjörling
    Wikipedia claims (although the latter claim does not cite a source) that: High-end keyboards that provide full n-key rollover typically do so via a PS/2 interface as the USB mode most often used by operating systems has a maximum of only six keys plus modifiers that can be pressed at the same time.[4] This hinders fast typists, ... In what way would the system being able to recognize only six non-modifier keys at once hinder a fast typist? I consider myself a relatively fast typist and I usually press one key, plus modifiers, at once; I can't imagine any real-life situation in which the system only recognizing six non-modifier keys being pressed at once has been a limiting factor in my keyboard usage. (Multi-stroke keyboard shortcuts as used by high-end software like Visual Studio, Emacs and the like are a different matter.) Note that I am not really interested in answers centered around multiplayer computer games; I'm looking for answers that give reasons that would be relevant to typists, somehow supporting the statement made on Wikipedia.

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  • LinkSys WRT54GL + AM200 in half-bridge mode - Setup guide recommendations?

    - by Peter Mounce
    I am basically looking for a good guide on how to set up my home network with this set of hardware. I need: Dynamic DNS Firewall + port-forwarding VPN Wake-on-LAN from outside firewall VOIP would be nice QoS would be nice (make torrents take lower priority to other services when those other services are happening) DHCP Wireless + WPA2 security Ability to play multiplayer computer games I am not a networking or computing neophyte, but the last time I messed with network gear was a few years ago, so am needing to dust off knowledge I kinda half have. I have read that I should be wanting to set up the AM200 in half-bridge mode, so that the WRT54GL gets the WAN IP - this sounds like a good idea, but I'd still like to be advised. I have read that the dd-wrt firmware will meet my needs (though I gather I'll need the vpn-specific build, which appears to preclude supporting VOIP), but I'm not wedded to using it. My ISP supplies me with: a block of 8 static IPs, of which 5 are usable to me a PPPoA ADSL2+ connection

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  • LinkSys WRT54GL + AM200 in half-bridge mode - UK setup guide recommendations?

    - by Peter Mounce
    I am basically looking for a good guide on how to set up my home network with this set of hardware. I need: Dynamic DNS Firewall + port-forwarding VPN Wake-on-LAN from outside firewall VOIP would be nice QoS would be nice (make torrents take lower priority to other services when those other services are happening) DHCP Wireless + WPA2 security Ability to play multiplayer computer games I am not a networking or computing neophyte, but the last time I messed with network gear was a few years ago, so am needing to dust off knowledge I kinda half have. I have read that I should be wanting to set up the AM200 in half-bridge mode, so that the WRT54GL gets the WAN IP - this sounds like a good idea, but I'd still like to be advised. I have read that the dd-wrt firmware will meet my needs (though I gather I'll need the vpn-specific build, which appears to preclude supporting VOIP), but I'm not wedded to using it. I live in the UK and my ISP supplies me with: a block of 8 static IPs, of which 5 are usable to me a PPPoA ADSL2+ connection

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  • LinkSys WRT54GL + AM200 in half-bridge mode - UK setup guide recommendations?

    - by Peter Mounce
    Crossposted from here I am basically looking for a good guide on how to set up my home network with this set of hardware. I need: Dynamic DNS Firewall + port-forwarding VPN Wake-on-LAN from outside firewall VOIP would be nice QoS would be nice (make torrents take lower priority to other services when those other services are happening) DHCP Wireless + WPA2 security Ability to play multiplayer computer games I am not a networking or computing neophyte, but the last time I messed with network gear was a few years ago, so am needing to dust off knowledge I kinda half have. I have read that I should be wanting to set up the AM200 in half-bridge mode, so that the WRT54GL gets the WAN IP - this sounds like a good idea, but I'd still like to be advised. I have read that the dd-wrt firmware will meet my needs (though I gather I'll need the vpn-specific build, which appears to preclude supporting VOIP), but I'm not wedded to using it. I live in the UK and my ISP supplies me with: a block of 8 static IPs, of which 5 are usable to me a PPPoA ADSL2+ connection

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  • Online scoreboard in Python?

    - by CorundumGames
    So my friend and I are working on an arcade-style game in Python and Pygame. We're beginning to look at the feasibility of an online leaderboard, given our current programming backgrounds. Such a leaderboard would have the following requirements/features; The ability to search through demographics like region, country, platform, game mode, recentness ("best scores this month") and difficulty. (e.g. to make it possible for someone to say "I'm the best player in Italy!" or "I'm the best Linux player in South America!") Our game will not have online multiplayer, so no need to worry about that. We don't expect the game to be a million-dollar hit. We want the scores to be accessible both from in-game and the website. We would like some semblance of security to make sure no one plugs fake scores into the system. This is our present situation; Neither I nor my friend have any network programming background. All I really know is that sockets are low-level, HTTP is high-level. I happen to know that the Google App Engine might be useful for something like this, and I'm really thinking about going with that. We're not sure how we would store all the high score data. Our game will be free and open source (though we might keep the components that submit the high scores closed-source). Aside from all of this, we don't really have any idea where to begin. Any thoughts?

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  • Organizing an entity system with external component managers?

    - by Gustav
    I'm designing a game engine for a top-down multiplayer 2D shooter game, which I want to be reasonably reuseable for other top-down shooter games. At the moment I'm thinking about how something like an entity system in it should be designed. First I thought about this: I have a class called EntityManager. It should implement a method called Update and another one called Draw. The reason for me separating Logic and Rendering is because then I can omit the Draw method if running a standalone server. EntityManager owns a list of objects of type BaseEntity. Each entity owns a list of components such as EntityModel (the drawable representation of an entity), EntityNetworkInterface, and EntityPhysicalBody. EntityManager also owns a list of component managers like EntityRenderManager, EntityNetworkManager and EntityPhysicsManager. Each component manager keeps references to the entity components. There are various reasons for moving this code out of the entity's own class and do it collectively instead. For example, I'm using an external physics library, Box2D, for the game. In Box2D, you first add the bodies and shapes to a world (owned by the EntityPhysicsManager in this case) and add collision callbacks (which would be dispatched to the entity object itself in my system). Then you run a function which simulates everything in the system. I find it hard to find a better solution to do this than doing it in an external component manager like this. Entity creation is done like this: EntityManager implements the method RegisterEntity(entityClass, factory) which registers how to create an entity if that class. It also implements the method CreateEntity(entityClass) which would return an object of type BaseEntity. Well now comes my problem: How would the reference to a component be registered to the component managers? I have no idea how I would reference the component managers from a factory/closure.

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  • Creating Transparent Game Menu Items using AndEngine

    - by Chaitanya Chandurkar
    I'm trying to create a Game Menu which contains some Menu Items like New Game Multiplayer Options Exit I want to make this Menu Items Transparent. Only Text in White color should be visible. So i guess i do not need any background image for Menu Items. I have seen examples of SpriteButton like given below. ButtonSprite playButton = new ButtonSprite(0, 0, btnNormalTextureRegion, btnPushedTextureRegion, this.getVertexBufferObjectManager(), new OnClickListener() { @Override public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { // Do Stuff here } } The thing which i don't understand is how can i initialize btnNormalTextureRegion? I use the code give below to initialize ITexture and ITextureRegion for objects. mBackgruondTexture = new BitmapTexture(activity.getTextureManager(), new IInputStreamOpener() { public InputStream open() throws IOException { return activity.getAssets().open("gfx/backgrounds/greenbg.jpg"); } }); mBackgruondTextureRegion = TextureRegionFactory.extractFromTexture(mBackgruondTexture); This code openes up an Image from assest. As i do not want to use any image for Menu Item How can i initialize btnNormalTextureRegion for SpriteButton. OR Is there any alternative to create Game Menu?

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  • How can I better implement A star algorithm with a very large set of nodes?

    - by Stephen
    I'm making a game with nodejs in which many enemies must converge on the player as the player moves around a relatively open space (right now it is an open field with few obstacles, but eventually there may be some small buildings in the field with 1 or 2 rooms). It's a multiplayer game using websockets, so the server needs to keep track of enemies and players. I found this javascript A* library which I've modified to be used on the server as a nodejs module. The library utilizes a Binary Heap to track the nodes for the algorithm, so it should be pretty fast (and indeed, with a small grid, say 100x100 it is lightning fast). The problem is that my game is not really tile-based. As the player moves around the map, he is moving on a more or less 1-to-1 per-pixel coordinate system (the player can move in 8 directions, 1 or 2 pixels at a time). In preliminary tests, on an 800x600 field, the path-finding can take anywhere from 400 to 1000 ms. Multiply that by 10 enemies and the game starts to get pretty choppy. I have already set it up so that each enemy will only do a path-finding call once per second or even as slow as once every 2 seconds (they have to keep updating their path because the players can move freely). But even with this long interval, there are noticeable lag spikes or chops every couple of seconds as the enemies update their paths. I'm willing to approach the problem of path-finding differently, if there's another option. I'm assuming that the real problem is the enormous grid (800x600). It also occurs to me that maybe the large arrays are to blame, as I've read that V8 has trouble with large arrays.

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  • minecraft wont take keyboard input

    - by Drew S
    After upgrading to 13.10 FTB(minecraft) wont take keyboard input after login in. I can click the buttons but it will not let me type in a address on multiplayer, or copy/paste with mouse. Since upgrading I cannot run the other mod packs either, only the one I had installed from 13.04. I get this when running a new modpack: 2013-10-28 15:14:52 [INFO] [STDERR] Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:355) 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) 2013-10-28 15:14:52 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:733) 2013-10-28 15:14:52 [INFO] [STDERR] at java.lang.Thread.run(Thread.java:724) 2013-10-28 15:14:52 [INFO] [STDERR] Caused by: java.lang.ArrayIndexOutOfBoundsException: 0 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:234) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$Screen.<init>(XRandR.java:196) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.populate(XRandR.java:87) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.access$100(XRandR.java:52) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR$1.run(XRandR.java:110) 2013-10-28 15:14:52 [INFO] [STDERR] at java.security.AccessController.doPrivileged(Native Method) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.XRandR.getConfiguration(XRandR.java:108) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:618) 2013-10-28 15:14:52 [INFO] [STDERR] at org.lwjgl.opengl.Display.<clinit>(Display.java:135) 2013-10-28 15:14:52 [INFO] [STDERR] ... 4 more

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  • How to implement lockstep model for RTS game?

    - by user11177
    In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS games, but am still having trouble wrapping my head around how to implement it in my own game. I currently have a simple server/client system. For example if player1 selects a unit and gives the command to move it, the client sends the command [move, unit, coordinates] to the server, the server runs the pathfinding function and sends [move, unit, path] to all clients which then moves the unit and run animations. So far so good, but not synchronized for clients with latency or lower/higher FPS. How can I turn this into a true lockstep system? Is the right methodology supposed to be something like the following, using the example from above: Turn 1 start gather command inputs from player1 send to the server turn number and commands end turn, increment turn number The server receives the commands, runs pathfinding and sends the paths to all clients. Next turn receive paths from server, as well as confirmation that all clients completed previous turn, otherwise pause and wait for that confirmation move units gather new inputs end turn Is that the gist of it? Should perhaps pathfinding and other game logic be done client side instead of on the server, if so why? Is there anything else I'm missing? I hope someone can break down the concept, so I understand it better.

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  • Platformer Enemy AI

    - by hayer
    I'm currently developing a platformer shooter. The game is multiplayer and while my net code could use some real work I have put that off for the time, so currently I'm trying to implement the AI. The game is pretty simple; Players run around on a map filled with a X amount of zombies that try to eat their brains, classic and overused I know. Weapons spawn at random intervals around the map. The problem is that the zombies, when they find their pray the have to follow it for some while.. And here is the problem, running the AI navcode seems to take for ever. So here is the ideas I have come up with so far Have the AI update at different intervals with a maximum of Y ms with no updates. Have the zombies assigned to groups of zombies. One is appointed the leader of the group who finds the way to the player - the rest just follows the leader. If the leader dies another one of the zombies in the group is appointed president of the zombie swarm. If there is less than five zombies in a group they try to meet up with other zombies.(Aka they are assigned to a different group and therefor a new leader) Multi-threading option one or two? For navigation I have some kinda navmesh(since the game is not tile-based) that tells the zombies where they can walk etc. If anyone else got some ideas on how to do navigation I would love some input. For LoS(zombie - player) I have split the map into grids. If the players grid is connected to the zombies grid(if I go with option two I would only need to check if leader zombies grid is connected to player, aka less checks) - if they are connected and there is more than 250ms since last check do a raytrace.. This is my first time programming AI so input on any field is appreciated.

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  • What is the best way to code the XNA Game Server for FPS game?

    - by AgentFire
    I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following: I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails). The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins. I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame. Next, I want to get the answer to the question: What should I do on the server side? I got few options: Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it. Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need). UPDATE: I got more questions: First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one? Second, if I is going to use exacly GameComponent class for the game objects which is stored and process on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?

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  • CodePlex Daily Summary for Monday, May 28, 2012

    CodePlex Daily Summary for Monday, May 28, 2012Popular ReleasesScreenShot: InstallScreenShot: This is the current stable release..Net Code Samples: Code Samples: Code samples (SLNs).LINQ_Koans: LinqKoans v.02: Cleaned up a bitKeelKit: KeelKit 3.0.7600.638: ?、??MySQL?Model?? Mysql ????? ? http://dev.mysql.com/downloads/connector/net/ ??? mysql-connector-net-6.5.4.msi ???, VS???KeelKit ???????MySQL , ????????? ?? DemoMySQL.rar ???, ???????????MySqL??Model. ?????? C:\Windows\Microsoft.NET\Framework\v4.0.30319\Config\machine.config ??? ??????。 <system.data> <DbProviderFactories> <add name="MySQL Data Provider" invariant="MySql.Data.MySqlClient" description=".Net Framework Data Provider for MySQL" type="MySql.Data.MySqlClient.MySqlC...TwitterOAuth: TwitterOauth 0.25.16.0116: Beta releasetesttom05242012git02: d1: d1testdd05242012git001: zxczxc: zxczxczxcCODE Framework: 4.0.20524.0: This release has quite a few enhancements for WPF applications and SOA features. See change logs for more details.CommonLibrary.NET: CommonLibrary.NET 0.9.8 - Final Release: A collection of very reusable code and components in C# 4.0 ranging from ActiveRecord, Csv, Command Line Parsing, Configuration, Holiday Calendars, Logging, Authentication, and much more. FluentscriptCommonLibrary.NET 0.9.8 contains a scripting language called FluentScript. Application: FluentScript Version: 0.9.8 Build: 0.9.8.4 Changeset: 75050 ( CommonLibrary.NET ) Release date: May 24, 2012 Binaries: CommonLibrary.dll Namespace: ComLib.Lang Project site: http://fluentscript.codeplex.com...System Center Orchestrator Integration Packs: Active Directory 3.2: An integration pack enabling AD Automation 3.2 Updates LDAP Pathing updated to support cross forest scenarios Get Object Property Value Filtering efficiency enhancementsBunch of Small Tools: Mélangeur de vocabulaire japonais: Permet de générer des exercices de vocabulaire aléatoire à partir de listes de vocabulaire japonais. 22 listes sont fournies avec le programme.Expression Tree Visualizer for VS 2010: Expression Tree Visualizer Beta: This is a beta release, in this release some expression types are not handled and use a default visualization behavior. The first release will be published soon. Wait for it...Ulfi: Ulfi source: Build with Visual Studio 2010 Express C# or betterJayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.0 RC1 Refresh 2: JayData is a unified data access library for JavaScript developers to query and update data from different sources like webSQL, indexedDB, OData, Facebook or YQL. See it in action in this 6 minutes video: http://www.youtube.com/watch?v=LlJHgj1y0CU RC1 R2 Release highlights Knockout.js integrationUsing the Knockout.js module, your UI can be automatically refreshed when the data model changes, so you can develop the front-end of your data manager app even faster. Querying 1:N relations in W...Christoc's DotNetNuke Module Development Template: 00.00.08 for DNN6: BEFORE USE YOU need to install the MSBuild Community Tasks available from http://msbuildtasks.tigris.org For best results you should configure your development environment as described in this blog post Then read this latest blog post about customizing and using these custom templates. Installation is simple To use this template place the ZIP (not extracted) file in your My Documents\Visual Studio 2010\Templates\ProjectTemplates\Visual C#\Web OR for VB My Documents\Visual Studio 2010\Te...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.53: fix issue #18106, where member operators on numeric literals caused the member part to be duplicated when not minifying numeric literals ADD NEW FEATURE: ability to create source map files! The first mapfile format to be supported is the Script# format. Use the new -map filename switch to create map files when building your sources.CreditAnalytics: CreditAnalytics Release 1.5: 22 May 2012 (v1.5) (Build 449) Regressor Framework: Implementation of the regressor set, tolerance check, curve scenario regressors, regression framework suite, and the eventual regression output. Discount Curve Regression: Regressing Base Curve Creation, scenario Curve creation, and calculation of spot/effective implied rates and discount factors. Credit Curve Regression: Regressing Base Curve Creation, scenario Curve creation, and calculation of spot/effective implied hazard rates, reco...BlackJumboDog: Ver5.6.3: 2012.05.22 Ver5.6.3  (1) HTTP????????、ftp://??????????????????????LogicCircuit: LogicCircuit 2.12.5.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionThis release is fixing start up issue.Orchard Project: Orchard 1.4.2: This is a service release to address 1.4 and 1.4.1 bugs. Please read our release notes for Orchard 1.4.2: http://docs.orchardproject.net/Documentation/Orchard-1-4-Release-NotesNew Projects.Net Code Samples: Various .Net code samples. AFSAspnetPusherV1: my new wns project lolAFSAspnetPusherV2: renewed version ofAFSAspnetPusherV4: renewed one v4AgileDesign Utilities Library: This library provides common functionality usable for most software projects: Logger - Asynchronous logging on top of new Microsoft logging class TraceSource with simplified API NameOf - Avoid using string names using static reflection Various reflection helpersAssociate Many to Many Relationship Entities Tool for Dynamics CRM 2011: Associate Many to many relationship tool is used for Dynamics CRM 2011 to associate or disassociate N:N relationship entities. This tool is dynamics crm 2011 solution, which consist of one entity and one plugin. Entity "Many to Many Relationship" record is used by Many to many relationship plugin to associate or disassociate entities. If many to many relationship entity record is created then plugin associate/disassociate entities from record data.Boxhead Multiplayer Server: A PHP dedicated server for my multiplayer version of Boxhead.CodedUITraceFiletoCSV: Console Application to parse the result file generated by Coded UI Test execution ".trx" into a comma separated file for more readable and detailed result.FlipExt: FlipExt is an easy to use image converter. It converts any image to .png .bmp .jpg .gif .tif .jpeg .tiff .ico. More extensions will be added soon.Foo Values Maker: Foo creates values for your test class variables so that you can write tests faster.FoodFree: Projeto de monitoramento de enchentesHouodeProject: ????ITLand of Dreams, Codename: Waterloo: We want to create a classical Live-MMORPG you can play on your smartphone (in the first step only “Windows Phone” will be supported) with the basic idea of Ultima Online or similiar games in our mind. You can create one or more characters, choose some name, gender, basic attributes (skin and hair color, …) a race (e.g. ‘Human’) and a profession (e.g. ‘fighter’ or ‘craftsman’). Now he can freely travel through the whole world, meeting other players, fighting monsters, absolving quests, tra...Makecert UI: Makecert UI is a shell layer application on top of the Microsoft makecert.exe utility. Makecert UI makes it easy for you to create self signed certificates, even from your own CA.MS CRM Rich Text box: Rich text box plug-in for MS CRM 2011. Hope it will be helpful for many of you. Thank you for using it and let me know if any further help needed.Nivo Slider Web Part SharePoint 2010: SharePoint 2010 implementation of Nivo Slider. Easy way to put Nivo slider on any page!!Office365 Weather WebPart: Office 365 WebPart that displays a 5 day weather forecast for a given location. The weather data is retrieved from the Met Office feed hosted on the Windows Azure Data Market. This is a free data feed that provides weather data for the UK only.Private Cloud Solution Design: This project is named “Training Cloud”. It provides an appropriate solution which can be used for technical audiences self learning with a hands-on-lab experience using Microsoft technology hosted in a virtualized environment built on System Center 2012. Since it depends on hardware, such as RAM, Sotrage, Network , etc. At last, the end user could have all labs ready which deloyed on private cloud. And it can be easily matain , setup labs with cloud’s function. pyUpdater: pyupdater provides a platform for updating python based applications.SharePoint Document Navigator: SP Document Navigator is a front-end solution for navigating a document library using jQuery and jQuery Mobile Trimetable: Train schedule for WP7Upload Master Pages & Page Layouts to Master Page Gallery using PowerShell: This document details the steps to upload Master pages and Page Layouts to Master Page Gallery using the “Upload Master Pages” Utility. 1- Download the .zip file 2- Edit the “UploadMasterPages.bat” file and Change the <<site collection url>> in the text below with respect to the environment. e.g. http://sitecollectionurl 3- Save the “UploadMasterPages.bat” file and close it. 4- Put all of your master pages and page layouts to Doc folder. 5- Run “UploadMasterPages.bat” file as Administrat...vivo: vivo Vietnamese Voice Vietnamese Voice recognition project thaihung.bkhn@gmail.com http://eking.vnvnv: VNV Vietnamese Voice Vietnamese Voice recognition project thaihung.bkhn@gmail.com http://eking.vnWindows Phone 7 User Guide Page: Take your app's users through a guided tour! Make your app's hidden gems shine, make users understand your app's logic and UX better.WP-FTS: This plugin for Wordpress replaces the default search engine, implemented using a simple "LIKE" operator, with the usage of the more powerful Full-Text Engine that comes with SQL Server.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • Is there an alternative to HTML Web Sockets, now that Firefox 4 has disabled them?

    - by Pino
    I've been checking out some of the latest multiplayer engines in HTML all supporting multi-user games (Very nice) - I believe all these engines use Web Sockets for communication. That’s why we’ve decided to disable support for WebSocket in Firefox 4, starting with beta 8 due to a protocol-level security issue. Beta 7 of Firefox has support for the -76 version of the protocol, the same version that’s included with Chrome and Safari. Beta 8 of Firefox 4 will remove that support. Anne van Kesteren of Opera also announced that Opera are dropping Websocket support. We are confident that other browser developers will follow. Source: Websockets Disabled in FireFox 4 I've just come accross the above, so no sockets in Firefox 4 or Opera.... thats big. Is anyone aware of an alternate or is it Chrome or do we need to just sit and wait for the next release of the major browsers. More info : Rocket Engine appears to work with all browsers including IE8 (http://rocketpack.fi/engine/) what will it be using as a method of communication?

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  • Where to implement storable items

    - by James Hay
    I'm creating a multiplayer online trading game. The things that are traded range from raw items to complex products. For example Steel is a raw item. Mechanical Assembly is a more complex item that requires 2x Steel and maybe 1x Rubber. Then Hydraulics is an item that contains 2x Mechanical Assemblies and 1x Electronics (which is another complex item). So and so forth. These items will be created by me, players can't create their own items, so it doesn't need to be able to handle arbitrary layers of complexity for items. If my example isn't clear, think Minecraft. You have wooden planks, which can be made into sticks. From there the sticks - combined with metals - can be made into tools. My game is nothing to do with minecraft or any sandbox building game, but it uses a similar progressive complexity to creating items that I want to have in my game. My question is basically, how do you store something like this assuming that I will want to add more items in the future? Do you store it in a database or in a seperate library that the game uses? EDIT None of the items actually "do" anything, they are simply there to either sell, purchase, or combine with other items to make a more complex item, which can then be sold, purchased or combined... you get the idea. The items themselves would not have any properties, but the instances of the items would. For example an item that one player has would have a certain "quality" and if they were selling it a certain "price". An instance of that same item that a different player had would need to have a different "quality" and "price" if they were selling it. I think the price part will not be required on an individual item because instead I would have a "sale" object which was for a price and contained certain items.

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