Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (513)
Games in Android Showcase (121)
games submitted by our members
Games in WIP (577)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Basic ideas for multiplayer game, need criticism  (Read 1016 times)
0 Members and 1 Guest are viewing this topic.
Offline mudman

Junior Duke




Here we go again...


« Posted 2005-09-20 23:51:01 »

I'm developing a small graphical mud and I've been thinking about how to do multiplay.

Basically the idea is not to worry too much about exact synchronization, but instead accept that a client can be slightly out of sync, since it will always be notified of changes:

Logic framerate around 8 Hz - graphical framerate of course as fast as possible with interpolation.

SERVER -> CLIENT
Not all object/monster player positions are send every logic frame, only changes of direction or state, and only for objects near the player. Example:
monster X starts walking towards x, y with speed s (client then handles walking the monster until x,y is reached or it's told to stop, change direction or other visible state)
monster X strikes at player in N ms (client sets the monster to display the hit animation, adjusting the animation speed so that the last attack frame is played after N ms)
A new set of monster should be considered near + positions, visible states etc. for all of them (Client creates the monsters /alternatively wakes them up if it has seen them earlier and hasn't deleted them yet)

CLIENT -> SERVER

basic "translated" commands. No keypresses but instead "requests" like:
Start walking to x.y (Server finds the best path (if any) and starts walking, notifying the client each time the player changes direction)
Attack monster X (Server determines if X is within reach, if it is it lets the player attack, else the player starts chasing the monster and attacks when it catches up)

Would something like this be doable? I was thinking a low value of 8 Hz might eat some latency and give the server quite a bit of time to update the logic frames when many moving/decision making objects are considered.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

theagentd (18 views)
2014-10-25 15:46:29

Longarmx (52 views)
2014-10-17 03:59:02

Norakomi (45 views)
2014-10-16 15:22:06

Norakomi (34 views)
2014-10-16 15:20:20

lcass (39 views)
2014-10-15 16:18:58

TehJavaDev (68 views)
2014-10-14 00:39:48

TehJavaDev (68 views)
2014-10-14 00:35:47

TehJavaDev (60 views)
2014-10-14 00:32:37

BurntPizza (74 views)
2014-10-11 23:24:42

BurntPizza (45 views)
2014-10-11 23:10:45
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org 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‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!