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1  Game Development / Artificial Intelligence / Spell effects: (Damage-Over-Time) Threading? on: 2005-11-22 21:06:51
Im designing the spells in my rpg... nukes are easy... heals are easy... but spells that change or affect the player over time are a different ball game.

My Question:

> Should i make each buff that is in my buff list implement Runnable?when they run they proceed to affect the target over time.

> I imagine this can be very taxing on the server. Is this a good way to handle it? or is there a better way?

kthnxbye

-Oryan
2  Game Development / Networking & Multiplayer / Possible to work with java.io on: 2005-01-12 11:16:34
Hello, well i have a problem. I am currently programming a multiclient server, but i dont have access to java.NIO.. so would it be possible to use java.io to do a multi client server .. kthnxbye

Oryan
3  Game Development / Networking & Multiplayer / Need Help with Basic Networking on: 2005-01-08 15:27:05
Ok.. me and my friends are coding a rpg in java.. we were going to use vb but we quickly decided not to.. i understand the whole socket concept etc..

  Well, basically my program goes as follows.. upon running it creates a server listening on port X  then on the main thread it listens for clients to connect (server.accept();)... when it picks up a client it then instanciates a new object called clientHandler which contains a thread to listen to client requests.. now to write a msg to all the clients connected any incoming msg gets sent to the method writeAll(String s) in the main program which inturn calls write of each clienthandler..... Any input?.. suggestions?

    Also, i wrote those programs and classes yet.. the server is one message behind..  now im using streams and the basic java.net.ServerSocket and java.net.Socket .. and for the handling of the streams PrintWriter and BufferedReader ... i could use some clarification of what .flush() does and .reset() .. Thanks all

Oryan
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