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  How to start a network support...  (Read 888 times)
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Offline b0LbiT

Senior Newbie




Hardware: parts of a computer that can be kicked


« Posted 2004-10-12 10:58:59 »

Hi folks,

i 'm trying to implement my first game and i have the physics ready.

now i want to add network support, but i don t know how to do it.

As short info:
Its a 2D Game.
In this game there are 2 (or more) spaceships, which fight against each other.

I have difficulties to get an idea how to synchronize my world on the diffrent clients.

perhaps anyone of you can give me some advises.

A Spaceship has a position, a velocity, a orientation and an image which displays the ship.

If you need more information, don't worry to ask :-)

Thanks in advanced
Offline jherber

Junior Member




Java games rock!


« Reply #1 - Posted 2004-10-18 02:29:57 »

just think of your clients as having two functions:  1. render the current state  (2) capture user input.   your game server will hold the state of the game, receive client updates, and send view updates to the clients.  this will work well on a lan.  games over the internet are much trickier because of latency issues.
Offline b0LbiT

Senior Newbie




Hardware: parts of a computer that can be kicked


« Reply #2 - Posted 2004-10-18 13:38:19 »

OK... i m ready with my basics

my server stores the models and braodcast all 15ms the world status to all clients...

the clients recieve these data and draws the world.
Also they grap all keyPressed & Keyreleased Data and sends them in a proper way to the server.

in LAN it works with a lag of 30 ms....

tonight my gamecore will have a try in the internet...

Just because i m interesting:
is RMI a performant way to do a client-server communication?

This would have the advantage that messages shouldnt't be generatet by client and parsed by server.
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Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
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