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1  Game Development / Networking & Multiplayer / Re: Game world objects on server and client on: 2007-03-22 11:45:16
Thanks tigeba, I think I get it Smiley

Jeff, do you mean the lg3d-wonderland project at ?
It that's the one, I need to contact them for access to their cvs server (which keeps asking me for a pwd when I try to checkout the source).
2  Game Development / Networking & Multiplayer / Re: Game world objects on server and client on: 2007-03-20 14:18:24
Thanks for your replies!

If you give us some more details about what you are trying to achieve, someone might be able to give you a firmer answer.

OK I have a "Character" class on the server and client that represents the players' characters. It has some attributes (name, skills, experience points, position) which values are changed on the server when the clients sends valid actions. The updates should be replicated to the clients (also to clients that don't "own" a character, if they have a character that "sees" the other)

Can you give a code example on how you would declare the classes in your solution endolf?

tigeba, I understand your solution for replication, except I don't know how the client and server classes' common interface fits in.

If I use a interface, what about the common attributes of the SimObject? Wouldn't it be better to have a base class which stores that data?

SimObject extends SimObjectBase implements ManagedObject, SimEventListener

Or maybe that's what you (endolf) mean with using a reference to a real object:

SimObject implements ManagedObject, SimEventListener
   SimObjectBase data;

3  Game Development / Networking & Multiplayer / Game world objects on server and client on: 2007-03-19 16:31:42

obviously persisent game world objects on the server need to implement the ManagedObject interface.

The game world objects of my app are the same on client and server (besides that I don't need them persistent on the client).

Should I use the same game world object (as ManagedObject) in my client or is there better solution?

Also how would you replicate the server objects to the client?

Greetings from Vienna
4  Game Development / Networking & Multiplayer / Re: Client Deployment on: 2007-03-14 16:45:09
It works, thanks a lot
5  Game Development / Networking & Multiplayer / Client Deployment on: 2007-03-14 15:56:41
I made a little chat client and I want it to send it to a friend for testing (actually to impress him).
I created a jar of my chatClient, but I am not sure what additional files I need to send him.
Obviously sgs/lib/sgs-client.jar, but it doesn't seem to work outside the SGS directory structure.

How can I seperate the sgs-client.jar from the server?

6  Game Development / Networking & Multiplayer / Re: Problems running the SGS on: 2007-03-14 13:18:05
First thanks to Jeff for the detailed description how to run 0.9 in eclipse.
Works great now!

Two Pitfalls I encountered:
1.) You must use a unix-style slash (/) in the .properties file for paths (e.g.
2.) There is a typo in VM arguments, the filenames start with "sgs-" not "sys-"
7  Game Development / Newbie & Debugging Questions / Re: Questions about Java on: 2007-03-11 17:24:55
I would start out by learning from a beginners book (can't recommend one, since I only got "java in a nutshell", which requires some programming knowledge)
8  Game Development / Newbie & Debugging Questions / Re: main - why doesn't it exit after a JFrame is created? on: 2007-03-09 18:01:19
thanks fletchergames!
9  Game Development / Newbie & Debugging Questions / main - why doesn't it exit after a JFrame is created? on: 2007-03-09 16:20:18
I am wondering why a program like the below does not destroy the JFrame right after it's creation, actually when main is left:

import java.awt.*;
import javax.swing.*;
import java.awt.event.*;

public class HelloWorld {
  public static void main(String[] args) {
    JFrame f = new JFrame("This is a test");
    f.addWindowListener(new WindowAdapter() {
       public void windowClosing(WindowEvent event) {

After the setVisible there is no wait loop (do (while !bExit) {sleep(1);}...) or a message dispatcher (the latter being covered by swing I guess). The JFrame has only one reference, which is local to main. It should be destroyed when the end of main is reached, which happens almost immediately.

Especially strange is, the above program terminates when I leave out the setVisible. Huh
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