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Pages: [1] 2 3 ... 10
 on: 2017-01-23 23:24:55 
Started by Ecumene - Last post by Ecumene
I'm trying to find the best way to do player input in a multiplayer game.. Specifically using bullet

The client and server both have dynamics worlds. Currently I have a system that breaks down bullet objects on the server and update's its clients with the new locations every few seconds, then the clients adjust their physics objects and keeps simulating.

However I want to give players the ability to move with their keyboard and mouse but I'm not sure how to go about it.

1. I could send a transform from the client's dynamic world to the server and have the server broadcast to clients. This transform contains camera rotation, and translation. But this opens the game up to cheating, but I could have the servers police the players into not moving so fast but thats a bit complicated.. Also the player could possibly go through the walls via hacking..

2. From the client I could send an integer containing info on player input (mouse clicks, keyboard typed) then have the server update the physics object, then update the client's body and broadcast it. This requires a lot more ping speed so I'm reluctant to do this too.

If anyone has programmed networked player movement before some info would be greatly appreciated!!

 on: 2017-01-23 21:53:14 
Started by wessles - Last post by wessles

Brush pens are edgy.

 on: 2017-01-23 20:05:05 
Started by IceCliff - Last post by Sralse
I downloaded the latest version from and tried running it:

AL lib: (EE) MMDevApiOpenPlayback: Device init failed: 0x80070490
AL lib: (EE) MMDevApiOpenPlayback: Device init failed: 0x80070490
org.lwjgl.LWJGLException: Could not locate OpenAL library.
        at org.lwjgl.openal.AL.create(
        at org.lwjgl.openal.AL.create(
        at org.lwjgl.openal.AL.create(
        at Engine.Renderer.<init>(
        at Engine.Driver.main(

Would love to try and give feedback, got any tips on this error? Do I have to download a lib for it to work?
Thanks in advance, the gameconcept looks nice, reminds me of Gladiabots for Android... But better =)

 on: 2017-01-23 18:25:27 
Started by BurntPizza - Last post by 65K
Uploaded an example done by shader expert Cypherdare showing how color grading can be done in Libgdx:color grading

 on: 2017-01-23 15:26:06 
Started by steveyg90 - Last post by SkyAphid
I haven't made a 2D platform game, but our 3D game uses similar ideas.

Generally, I program the player/AI to use the same "body" class, so they're both just inserting the same control commands into the same object type. The AI generally spots the player and tries to get close, and will dodge/maneuver in response to player attacks (but doesn't input read! That's cheating).

If it gets the job done and it looks and acts the way you want it to, then it's fine. You don't have to implement something overly fancy just because it's "correct," unless it's harming performance in some way.

 on: 2017-01-23 09:12:46 
Started by Blunderchips - Last post by Blunderchips
How about "whoops" "that was awkward" "yikes" or "try harder"? Smiley


 on: 2017-01-23 08:01:06 
Started by steveyg90 - Last post by SteveSmith
I'm not sure if you're talking about deciding when the enemy should attack or how they should get there, but for the former you could use Line-of-Sight, and for the latter use A*, which works just as well for platformers as it does for top-down maps.

 on: 2017-01-23 04:33:43 
Started by wessles - Last post by Opiop
I made another video background for my band's website, It's not really drawing... but it's kind of like it! Here is is:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

It's meant to loop, that's why there's a "TV effect" at the beginning and end, just in case anyone is wondering.

 on: 2017-01-22 21:22:53 
Started by steveyg90 - Last post by Catharsis
Check out feedback loops... A good article here page 18.

 on: 2017-01-22 19:37:12 
Started by steveyg90 - Last post by steveyg90

I've implemented attacking in my game but was wondering how you guys go about making a character in your platform game
run and attack the player?

I do it two ways - I use raycast from the bad guy to the player, if they can see them, they head towards them and then start attacking them,
other way is, if player is in close proximity they attack that way.  I do all this via a simple state machine.


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List of Learning Resources
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2016-09-09 09:47:55

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Rendering resources
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2016-08-08 05:55:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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