Hi !
Featured games (91)
games approved by the League of Dukes
Games in Showcase (757)
Games in Android Showcase (229)
games submitted by our members
Games in WIP (844)
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  
  n00b-Q: sending frame data  (Read 1550 times)
0 Members and 1 Guest are viewing this topic.
Offline chumDS

Senior Newbie

« Posted 2007-04-17 03:14:59 »

This is a bit more meta-game-theory than SGS specific but, as I'm familiar with a  couple of different ways of doing this, in general, I guess I'm asking in a "what do you guys find works best in the SGS architecture?" sense.

How do you guys send frame data?

What I mean is: do you just set up a periodic task every (1/FPS ms) to send frames to each player, and put one such task in each PlayerClientListener (whatever it's called)?  That seems like it could become a lot of tasks rather quickly.

Similarly, do you just set up a main task (or 2 or 5 or whatever makes sense) to update the simulator, separately from the player-frame-data-send task?


I'm not asking for to-the-code details, but more of a broad, white-board description of what trade-offs you guys have made, and why you decided the way you did.


Now, with even MORE Java!
Offline Jeff

JGO Coder

Got any cats?

« Reply #1 - Posted 2007-04-17 14:36:03 »

Since players tend to interact with each other or interact with common assets, IF your game is structured around periodic \"moves\" its best to figure out what the organizational \"group\" is that has to be handled in-order or interacts with common Managed Objects and handle them all in one \"tick\".

In the \"Bunny Hunters\" game I\'m writing (think Bomberman style) there are 4 players per \"Game Board\" so I do my \"moves\" as game board ticks that update all of the players and AI and such in each tick.  Each game board ticks independently of all others.

In an MMO you might let players and monsters move free...  players moving based on player data events, monsters moving based on an AI \"tick:\".  When they get into combat you might then transfer control to a \"combat clock\" that ticks off the more rigorously structured combat rounds.

In general the goal is to find your areas of parallelism and make sure that the system can exploit them but also avoid manged object access conflicts as much as possible,

Got a question about Java and game programming?  Just new to the Java Game Development Community?  Try my FAQ.  Its likely you'll learn something!
Pages: [1]
  ignore  |  Print  

EgonOlsen (78 views)
2018-06-10 19:43:48

EgonOlsen (58 views)
2018-06-10 19:43:44

EgonOlsen (78 views)
2018-06-10 19:43:20

DesertCoockie (260 views)
2018-05-13 18:23:11

nelsongames (158 views)
2018-04-24 18:15:36

nelsongames (157 views)
2018-04-24 18:14:32

ivj94 (898 views)
2018-03-24 14:47:39

ivj94 (162 views)
2018-03-24 14:46:31

ivj94 (811 views)
2018-03-24 14:43:53

Solater (175 views)
2018-03-17 05:04:08
Java Gaming Resources
by philfrei
2017-12-05 19:38:37

Java Gaming Resources
by philfrei
2017-12-05 19:37:39

Java Gaming Resources
by philfrei
2017-12-05 19:36:10

Java Gaming Resources
by philfrei
2017-12-05 19:33:10

List of Learning Resources
by elect
2017-03-13 14:05:44

List of Learning Resources
by elect
2017-03-13 14:04:45

SF/X Libraries
by philfrei
2017-03-02 08:45:19

SF/X Libraries
by philfrei
2017-03-02 08:44:05 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‑
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!