Oh! I had an idea for easily networkable variables:
You have a NetworkableObject class that contains a value (int, bool, string, char, float mainly) and a name. This NetworkableObject is then added to a List of NetworkableObjects. Whenever the game notices the object has changed, it sends a packet containing the name of the object, the type of the object, and the new data.
Here: [URL]http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.available.aspx[/URL]
Broke my automerge :(
[URL="http://msdn.microsoft.com/en-us/library/system.net.sockets.socket.available.aspx"][/URL]
Only because you broke mine!
[img]http://cubicintellect.com/dump/images/ITPConceptv2.jpg[/img]
More boring App stuff... Objective-C Still makes me want to gauge my eyes out with a spoon. Whoever thought making a baby between C++ and SmallTalk was... strange...
[QUOTE=VGS_Devs;30910865][img]http://cubicintellect.com/dump/images/ITPConceptv2.jpg[/img]
More boring App stuff... Objective-C Still makes me want to gauge my eyes out with a spoon. Whoever thought making a baby between C++ and SmallTalk was... strange...[/QUOTE]
My father works for Chase, he uses SmallTalk every day. He once tried to teach me.
Now I know what Objective-C is so bad.
[url]http://jimbomcb.net/spec/8/[/url]
Does anyone mind checking if this actually loads in their browser? Will need websockets of course, chrome/firefox with it enabled/safari/opera. I'm having a friend tell me it's not loading but it's loading for me in all my browsers and I can't figure out why. If it does fail to load, can you let me know if you can see why/if you're getting any JS errors?
[QUOTE=Jimbomcb;30910980][url]http://jimbomcb.net/spec/8/[/url]
Does anyone mind checking if this actually loads in their browser?[/QUOTE]
Works fine for me :)
I know this has been asked about 1000 times but what's the architecture for this system? Do you have a server plugin pushing out data or is it simply the client imitating a spectator?
Sourcemod plugin acting as WebSockets server pushing out data updates 10 times a second
[QUOTE=Jimbomcb;30910980][url]http://jimbomcb.net/spec/8/[/url]
Does anyone mind checking if this actually loads in their browser? Will need websockets of course, chrome/firefox with it enabled/safari/opera. I'm having a friend tell me it's not loading but it's loading for me in all my browsers and I can't figure out why. If it does fail to load, can you let me know if you can see why/if you're getting any JS errors?[/QUOTE]
Safari on Mac:
Just get a black screen.
Parse error in player.js, line 51
Parse error in net.js, line 58
Can't find variable: Connection on the page itself, line 105
Hope that helps :)
[url]http://jimbomcb.net/spec/7/[/url] also gave me the same errors but on different lines.
[QUOTE=Wickedgenius;30911087]Safari on Mac:
Just get a black screen.
Parse error in player.js, line 51
Parse error in net.js, line 58
Can't find variable: Connection on the page itself, line 105
Hope that helps :)
[url]http://jimbomcb.net/spec/7/[/url] also gave me the same errors but on different lines.[/QUOTE]
I feel like an idiot now, I was naming some variables class while working with the playerclasses, apparently that's fine in chrome etc but in safari it doesn't like it. fixed! thanks
[QUOTE=Smashmaster;30852636]Coded this before breakfast this morning:
[img]http://img20.imageshack.us/img20/791/98047930.png[/img]
[img]http://img64.imageshack.us/img64/3218/54217422.png[/img]
It simulates Brownian motion on a ton of particles, and when they get close to either the ground or a static particle, they become a static particle themselves, "attaching" to the closest surface/particle.
[url]http://en.wikipedia.org/wiki/Diffusion-limited_aggregation[/url]
This would be very cool in 3D.[/QUOTE]
I did something like this for university once.
Jimbom, how much programming experience did you have prior to this? This is the first thing you've posted in WAYWO to my knowledge.
[QUOTE=geel9;30910151]How do you guys do efficient networking? In the examples I've seen, you need a while(true) loop that captures incoming packets. This doesn't work because you then have to receive a packet before sending one...or doing anything else, for that matter. I'm rather confused.[/QUOTE]
use non blocking sockets or Asynchronous sockets. The functions instantly return allowing you to do other stuff.
[url]http://tangentsoft.net/wskfaq/articles/io-strategies.html[/url]
[QUOTE=geel9;30911448]Jimbom, how much programming experience did you have prior to this? This is the first thing you've posted in WAYWO to my knowledge.[/QUOTE]
Really not that much? I don't know how other people learn stuff but I just get an idea and start messing around with whatever language it is until I get something working, and sometimes some of the stuff I do sticks. I've messed about with a lot of languages but wouldn't say I know much about any of them. All I do 90% of the time is just go and find some working bits of code someone else has done, jam them together into something new until I get something that functions.
[QUOTE=Overv;30904999]I've published a revised chapter index on [url=http://open.gl]open.gl[/url].[/QUOTE]
You talked about adding a documentation(wiki)(something like gmodlua has) for OpenGL functions, are you still gone do that? i thought it would be a pretty good idea.
[QUOTE=Jimbomcb;30910980][url]http://jimbomcb.net/spec/8/[/url]
Does anyone mind checking if this actually loads in their browser? Will need websockets of course, chrome/firefox with it enabled/safari/opera. I'm having a friend tell me it's not loading but it's loading for me in all my browsers and I can't figure out why. If it does fail to load, can you let me know if you can see why/if you're getting any JS errors?[/QUOTE]
It works fine but there's only a warning I get:
[quote]
Warning: Error during interpretation of 'filter'. Declare value skipped.
File: [url]http://jimbomcb.net/spec/8/jquery-ui-1.8.14.custom.css[/url]
Line: 22
[/quote]
(The error was in Italian so I just had to translate what I understood)
[thumb]http://i227.photobucket.com/albums/dd126/Jvsthebest/thecartisnotthere.png[/thumb]
The cart is not supposed to be there.
That warning is in the jquery ui stuff which I'm not even using, forgot to take it out. The cart position is messed up for that map, it has an awkward bomb cart setup and the way I was using to get the cart position is broken because of it. I'll need to find another way to get the cart position.
[QUOTE=geel9;30910151]How do you guys do efficient networking? In the examples I've seen, you need a while(true) loop that captures incoming packets. This doesn't work because you then have to receive a packet before sending one...or doing anything else, for that matter. I'm rather confused.[/QUOTE]
If you're using .NET, check out [url=http://code.google.com/p/lidgren-network-gen3/]Lidgren[/url], it's amazing.
[img]http://gyazo.com/5389cc0877c699949ebe6b0105065333.png[/img]
-Launch server
-Launch three clients
-Close one client
Hooray for packets!
Is Java really so terrible for games?
No
[QUOTE=theJohn;30912907]Is Java really so terrible for games?[/QUOTE]
Depends on the type of game it's used for. For a performance or graphics intensive games such as FPS's (source games, CoD, crysis etc) it would be a very bad choice. For small web/mobile based games where graphics or performance are of less issue, it's more ideal.
Python or Java for game development. Which is preferable?
Neither is preferable if you prefer neither
Java is pretty much just as capable as many other languages, it really comes down to the programmer. Not gonna point any fingers here, but I think you all know who I might be talking about.
[QUOTE=ColdFusionV2;30911729]You talked about adding a documentation(wiki)(something like gmodlua has) for OpenGL functions, are you still gone do that? i thought it would be a pretty good idea.[/QUOTE]
Yes, but later. It takes a bit more work to set up.
Working on a type of "Bot Net" Where the main computer takes a task and splits it up. It then tells other clients to do certain parts of the task. Prolly just going to use it for generating huge encryption keys.
[QUOTE=Loli;30913310]Working on a type of "Bot Net" Where the main computer takes a task and splits it up. It then tells other clients to do certain parts of the task. Prolly just going to use it for generating huge encryption keys.[/QUOTE]
Soooo.. Distributed computing?
[QUOTE=Map in a box;30913843]Soooo.. Distributed computing?[/QUOTE]
Ad-hoc distributed computing! It would be stupidly useful for a lot of tasks like compiling your kernel on multiple machines.
Started working on porting SteamKit2 to C.
[img]http://imgur.com/KpJlh.png[/img]
[img]http://i.imgur.com/YTwq3.png[/img]
Nothing special so far, the library can connect and authenticate with Steam2. Now onto blob parsing and the real deal, Steam3.
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