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 21 
 on: 2016-07-29 11:48:35 
Started by shockz13 - Last post by LostWarrior
As for the limit of players, Kryonet won't be the bottleneck factor. The limit is caused by a combination of factors, such as the hardware specifications and requirements, amount of data that needs to be transferred, connection speed and of course netcode quality. If your netcode is written poorly, then it's asking for trouble and you won't have a very high limit. Besides, a limit can be a bit subjective. I'm sure there won't be a 1000 players at the same area at any given instance. The players will be scattered around the map, doing their own thing. Someone at the very east of the map won't affect anyone at the far west of the map, and vice versa.

If you seperate different areas and instance them on different pieces of hardware, the performance will increase. Only the parts that need to communicate with eachother do so. It's very important to only send information that someone needs, the rest will be a waste of bandwidth and processing power.

The id problem shouldn't be very hard to solve. Instead of the ids being the index of the actors, keep a list of ids and create actors accordingly. That way makes sure that when you remove a player/id, the whole thing doesn't mix up and collapse. Like you said, assign the connection id to the connected player and keep it in a list.

LostWarrior

 22 
 on: 2016-07-29 11:45:49 
Started by printer - Last post by Icecore
when i have alot of monster on my screen and drawing the monster font. It decrease my FPS alot
Need Draw names to texture (Cache) and then draw only 1 texture above monster not 10 draw calls for every character in name

Also if i would like to add progress bar, how should i scale that? Since it does not have the same option as font.
That why you don't need use scale in 2d games at all - so everything be same - predictable size
(except global zoom , or some Effects scale like laser)

Thanks for all your help mate!
No problem Wink

p.s Realy go check and try Unity . Unreal
This problems you have now is only drop in the ocean, you be forced of thousands new ones(engine problems)

 23 
 on: 2016-07-29 11:24:23 
Started by winspeednl - Last post by gouessej
EDIT: Little unfinished demo Super Mario Bros remake
You should look at the Free Fall, his jump is weird.

 24 
 on: 2016-07-29 09:24:58 
Started by KenOfNZ - Last post by KenOfNZ
Hahaha thanks for pointing that out. It's Ascension. With all the spell checks I failed to check the title.  :Facepalm:

EDIT: Fixed in the release.

 25 
 on: 2016-07-29 08:07:37 
Started by BurntPizza - Last post by ShadedVertex
Happy 1m views btw

Thanks, on behalf of BurntPizza Smiley I just noticed that. Happy 1m views, WIDT!

 26 
 on: 2016-07-29 06:56:59 
Started by printer - Last post by printer
I got it working   Smiley

By setting Assets.font.getCache().setUseIntegerPositions(false); now it setScale propely. But i wonder, when i have alot of monster on my screen and drawing the monster font. It decrease my FPS alot. Any suggestions about that? Also if i would like to add progress bar, how should i scale that? Since it does not have the same option as font.

Thanks for all your help mate!

 27 
 on: 2016-07-29 06:40:29 
Started by shockz13 - Last post by shockz13
Hey there, I'm building an online rpg game where there are ~100 npcs, and I'd love to have 1000 players(don't know the limits of kryonet). Anyway, I finally got the networking to work somewhat but my problem begins when taking connection.getID() on the server starts from 1, whereas client.getID() on the client starts at 0, simple enough to subtract 1 but I'm working in the 1000s and it gets confusing very fast.

Currently I generate the world on the server with actors 0-99 being npcs, then 100-999 are empty player classes that I update when a player connects/moves. On the client I have the same, with a stage with 0-99 being empty npcs off the map, when the server connects it tells the client to move all the npcs to their locations. Same with players. This feels super wrong generating 1000 actors when the game starts rather than dynamically creating and removing them.

The only reason I can't do it right is I don't know how to keep connection ids and stage actors related. Currently to update the servers actors im just doing stage.getActors().items[connection.getID()] etc, but if I remove a player the whole stage gets mixed up. How do I do this right??

My only idea is to give the player an id field and assign it with it's connection id when it's created. This seems exploitable and I can't see it being efficient to search the whole list of actors each time I want to reference 1 player.

 28 
 on: 2016-07-29 05:42:38 
Started by BurntPizza - Last post by Hydroque
Happy 1m views btw

 29 
 on: 2016-07-29 05:07:18 
Started by RKJ - Last post by Mac70
Why would you need J2ME? If you want to make games for Android in Java, you could use LibGDX, one of "raw metal" OpenGL libraries or even Android libs directly.

Just like said above, if you really need J2ME NetBeans have good support of it.

 30 
 on: 2016-07-29 05:04:23 
Started by TheMeatMan - Last post by Hydroque
After kixeye dropped support for their Desktop Defender and Desktop TD Defense games, I've been looking for a worthy similar TD game. I am trying this one out! Smiley

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