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1  Java Game APIs & Engines / Java 2D / How to make an Image trace a line? on: 2010-11-03 18:26:56
I'm working on a class project, part of which is showing the position of a train on a train track. I've done pixel-perfect detection before but only as a floor like object (for platformers). I can't figure out how to apply that to a circle that an image needs to follow. Google doesn't seem to understand what I'm asking haha. If anyone can give me some advice, or a link to a site that explains this it would be much appreciated! Thanks in advance!
2  Game Development / Networking & Multiplayer / Re: Problem with Lag on: 2010-07-26 02:42:06
Alright thanks for all the help, sorry bout the late reply I've been on vacation.

I've summed it up to making these changes:
- instead of transporting strings back and forth, I'm going to send objects between the client and server. Idk if its faster but it helps with organization
- condense 10 move packets into 1, and send those on a separate timer.
- fix up a graphical transition between old and new positions of distributed sprites.

I'll get to work on this when I can and hopefully the results will mean I don't have to ask for more help ha. Thanks again
3  Game Development / Networking & Multiplayer / Re: Problem with Lag on: 2010-07-11 17:10:49
Hmm, I never thought of that zoto. It does just blindly set it, but I thought with tcp it make's sure it receives every message in order so if it's receiving every new position shouldn't it still look smooth? (it should be receiving every 5 pixel movement, and the changes in frames which is how the local player moves... every 5 pixels and updated frames)

Well I doubt this game is ever gonna become too massive so it will probably be around 20 people at the most. And thanks for the suggestion about the ping, forgot about that too. I'll work on that.

Thanks for the help
4  Game Development / Networking & Multiplayer / Problem with Lag on: 2010-07-10 18:16:01
I'm currently working on an MORPG by myself coding from the ground up. I thought I had the basics of networking down, but when I change the IP from local host to the real IP there's serious lag issues.

Players can move around and see each other, but they skip horribly. This leads me to believe the way I'm doing the networking is way off. Currently the server is setup to broadcast player positions 33 times a second, and the client is set to update the screen and inform the server of it's position 33 times a second. I'm using output streams and sending lines such as "PXY 300 200" to the server as a means of updating positions.

How exactly should I go about fixing this skipping issue? Is it just completely horrible networking or is it the way I'm sending messages back and forth as strings?

Any help would be much appreciated, and source can be provided if that would help figure out the problem.
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2017-12-05 19:38:37

Java Gaming Resources
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2017-12-05 19:37:39

Java Gaming Resources
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2017-12-05 19:36:10

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2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

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2017-03-13 14:04:45

SF/X Libraries
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2017-03-02 08:45:19

SF/X Libraries
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