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1  Java Game APIs & Engines / Java 2D / Re: image manipolation(book effect) on: 2006-11-19 16:45:54
but how can i make a bend effect whit gradient rotation and clipping?
There is some algorirthm to do this?
2  Java Game APIs & Engines / Java 2D / image manipolation(book effect) on: 2006-11-18 18:32:12
Hi all, there is a way to make an effect like this http://www.mmkit.com/article.php?sid=334 whit java 2D api?
3  Java Game APIs & Engines / J2ME / Re: Bluetooth connection authorization on: 2006-10-13 19:22:09
There is no way?
4  Java Game APIs & Engines / J2ME / Bluetooth connection authorization on: 2006-10-13 10:38:18
Hi all, what's the way to know when a bluetooth device(like cell phone) asks for bluetooth connect?
For example, when a cell send a txt note to another cell, receipient cell have to accept for take this note.
There is a way to know when happens this? I think a something like a bluetooth listener.
5  Game Development / Newbie & Debugging Questions / Re: Make good menu on: 2006-09-18 17:27:36
Another possible solution is transalte jdialog out of screen, and show it, and when i would use it have only to tranlsate it in screen.
But when i show the jdialog out of screen, it has to be not modal or it block my thread, the problem is setModal(true) not work if it's inovocated after show jdialog...

There are any solutions?
6  Game Development / Newbie & Debugging Questions / Make good menu on: 2006-09-18 16:05:03
Hi all, i want make menu for my game, i say menu like option menu ecc ecc.
Now im using a modal JDialog so i can block current thread when i show my JDialog, but it dont work good...becouse when when i setVisible(true) i spend a few time to paint it, so i see a white JDialog for a moment.
I think the solution is show the dialog as soon as it is created, but if it si modal my thread is block.

How do you make a game menu?
7  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-08 12:59:44
Ok i have understand i think, that one you say is to draw a player opponent, its true?
My game is a 2D fast action game, like "Soldat", each player can move very fast and can fire a lot of bullet for second.Each bullet is a real object and it must be renderizable on screen of each client!
For my player, how i can send my message at server and what my message has to contain?
I have to send only key pressed?
How i can move my player as soon as im pressing a key, if i have to send this first at server, and olny when server answar at me i can move my player?
So, i have this question:
1)Im a client, when i want to move my player, what i have to send at server? Only key press? and why?
2)If to move my player i have to wait server answer, what can i see my player moving as soon as im pressing a key?
3)In my game there is often an update, i think each game tick, becouse i have to send player's arm position(it move whit mouse), so how often i have to send client data at server?
3)Server must send data at all clients as soon as receive a data from one client?

A small example:
Im a client,my player is in position x,y and i decide to move it right(east) whit 80pixel per second, so i press FOREWARD key for 1 second. In my local machine i move my player as soon as im press key, and i send this at server, so server can move my player server-side copy.
But when in my local machine my player is at position x+80,y (1 second is delayed) in server my player copy is at position x+80-ping_Time,y and when server send me a new position, is possible thta this position is back my local position, so my player jump back.
8  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-07 16:26:47
There is something I read yesterday in Game Programming Gems 3 (its 3 I think) about networking.

1) Use TCP if you need packets to arrive and dont send redundant data.
Current position, direction and speed is redundant. You send that every now and then, so if one drops it doesnt matter But this only applies in shooters where you move single entities.
If you send unique data like "shot from x direction d", you need it to arrive, so use TCP.
If you send positions of shots every update, it doesnt matter  if it drops, youll send an update next frame.


So if im decide to send only start fire position and direction i have to use TCP so ima sure that message arrive at server, but if im decide to send bullet position, direction and speed each update i have to use UDP, it s true?

Quote
2) Only what the server says is real is real to the players. So if anything shoots, it sends a message "i shot direction d" to the server. The server replies ok or not ok. In the meantime, the shot is displayed but is "unofficial". If the shot gets denied, it disappears. If values like position are corrected, it warps. The server decides if it hits and does damage.

Consequences:
- Sometimes things might jump, when the server replies different than the client simulates, but we speek of maybe a few hundred ms. The jump wouldnt be too big depending on speed. The time between player input and server correction is less than 1 sec, usually.
- Events like damage appear delayed. You might have notet this in multiplayer RTS already, that a unit losses HPs half a second after an attack hit.Sometimes units even die with latency.

-JAW
Why i have to do this?
9  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-07 16:17:22
mmm so i have to use tcp to send bullet packet data? Im prefer use only UDP it isn't possible?
Anyway, look this gif, this gif illustre my trouble:
In local my player is moving as soon as im press FOREWARD, but in server side this event is noticed whit 200 ms delay so the player move after this time.
When i relased the FOREWARD button in local my player stopping to move, but now my ping is 250 so in server this event is noticed whit 250 ms delay and so the player stopping to move after this time.
The porblem is that now server situation and client situation dont coincide.
Click to Play


But if i dont move my player in local, i see my player move after ping delay, and i think this is very bad and make unfeeling game sensation.
So how can i solve this prob?
10  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-07 13:36:06
Another thing, for player i have understand that both client and server can move it and detect its collision, but for the bullets? Bullets can move very very very fast, and i can fire 20-30 bullet for second(think machine gun) how can i render all bullets in local client and how can detect his collision accurately in all clients at the same manner?
I think is impossible send for each bullet its postion,direction and speed... so how can i say at all clients where are bullets?
11  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-06 16:06:05
Thank guy, now i write something to try this system.
Thank again.
12  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-06 13:20:42
Yes server can stop player, but i cant see the rela player position too...i see player stopped before hill but in rela player is on the hill!

I dont say this for the lag, becouse a lag is a real problem, but for update time, if im update my postion 20 time per second there a lot of delay from update to update...
13  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-06 12:56:10
mmm but i think dead reckoning is no good for my game, look this:
Click to Play


My game is 2d action game, in this situation if the client(Player) press foreward the player move at direction.
So i see the player move, but if the client stop to press foreward but i have untill receive the update i see player move again foreward!
So i will see player in the wrong position,impossible for my game!
14  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-06 11:33:39
I cant use JGN, i can only use native sun libreries...

My packets size is so bigger becouse its are a serialized object, so i take a lot of bytes...

I dont understand...if i send data only 10-20 time for second, i can see a player in a wrong positon, so if i see a player in a worng position i can fire to kill he but i cant kill becouse its arent' here!
15  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-06 08:33:42
My problem i think is the bandwith...to send player position and situation i have to send an object of 150 bytes.
To send fire action i have to send an object whit 130 bytes.
Becouse the player situation change every game cycle, and there are often a fire action, i have to send a lot of bytes every time...
16  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-06 07:55:50
So the best way is send data only when occour an update? the problem is that in my game there are always update...so i have to send data every cycle game...

If i send only 10 messages for second, animation arent' smootly, or not?
17  Game Development / Networking & Multiplayer / Re: Send weapon fire in a phisic world on: 2006-09-04 09:51:51
Thank for reply!

Another question, whit UDP protocol what is the best way to send data every time?
Example, i have to send player position, so the client send him position at server each gameLopp cycle(whit 60 fps, the time of loop is 16ms), and server can:
1) send data at all clients as soon as receive data from a client,
2) when receive data from client store it in an array and after a period send array at all clients
Whit first system the byte to send is few(32 byte) but this data have to send every time, whit second system the byte depend on number of clients connected but it can be send whit pause period(for example every 30 ms).

What is the best way?
18  Game Development / Networking & Multiplayer / Send weapon fire in a phisic world on: 2006-09-04 08:25:32
Hi all, im using UDP to send data client to server and viceversa, it works fine for send the position of players, but not for send fire data.
My game is like a "Worms" game, but not turned based, and the weapons can fire pretty fast.
When i fire, a bullet is created in scenario and it is managed from phisic.
Now im using this system:
CLIENT: when press fire button, if he can fire he send fire data to server(type of weapons and angle of fire).
SERVER:receive data and send it at all clients.
CLIENT:receive data from server and if there are any fire action process it whit data(type of weapaons and angle of fire).

The problem is that i can lose some packet, and so some client have a bullet and some client nothing.This is a big problem becouse my world is destroyed under the fire!(like worms).
Another problem is latency, the position of player is process in local but the fire is process whit latency, so if i fire and move my player, i can see my bullet fire bheind me!
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