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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Mon Jul 15, 2013 5:02 pm Post subject: |
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PhreakyByNature wrote: | I'll miss the loading bar  |
We might add it just for nostalgia  |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Mon Jul 15, 2013 5:04 pm Post subject: |
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Saphirefalcon wrote: | This looks very exciting! I'll have to start checking back in here a little more regularly to follow the progress of the project. Great work guys! |
Maybe at some point in the following couple of months we disengage slacker mode again, and start programming more. Right not there is only some very slow progress on plugging in a proper physics engine. |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Tue Jul 16, 2013 9:15 pm Post subject: |
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raptor wrote: | And much MineCraft was had :p |
Yes, well ... I still need to automate my fusion reactor! |
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Sat Jul 27, 2013 6:42 pm Post subject: |
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So, I added experimental network play:
http://www.youtube.com/watch?v=5e5eyEhJLs8&feature=youtu.be
Was able to play over the net (with a simple little port forward config) with katajakasa and huntercool.
The network protocol isn't final by any means, but the proof of concept is there, and it is still kind of fun (or it would be if the physics engine didn't crash the game every time you triggered a projectile or did a throw).
Andrew |
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katajakasa OpenOMFdev
Joined: 17 Jan 2013 Posts: 72
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Posted: Sun Jul 28, 2013 12:55 pm Post subject: |
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Vagab0nd wrote: | (or it would be if the physics engine didn't crash the game every time you triggered a projectile or did a throw). |
Uh-oh, I guess I better get to work, then ... |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Malfrex Ancient One
Joined: 27 Jul 2000 Posts: 2112 Location: Vancouver, BC/Canada
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Posted: Sun Jul 28, 2013 9:32 pm Post subject: |
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I quite like how you keep posing for the win and he just kept attacking I'm guessing its more of a state issue than a sync issue? _________________ I'm not crazy, I'm sanity-challenged.
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Sun Jul 28, 2013 9:38 pm Post subject: |
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Yes, the network protocol is super-simple right now and doesn't really account for anything other than position and what the HAR is currently doing. Hit detection and stuff is all only client side, so Raptor lost on my side but not on his side, so he kept going (and I kept getting stuck in the victory pose and not be able to fight back). I don't know a lot about video game network protocols, so this was just the easiest thing to implement to play with.
Contributions are welcome
Andrew |
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raptor Ancient One

Joined: 02 Sep 1999 Posts: 4560 Location: Norway
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Posted: Mon Jul 29, 2013 6:48 am Post subject: |
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Really a pity that I couldn't record my side, or you would have seen a completely different game :p
I pulled out at least 10 more flying spike attacks at the end than what you can see there. Totally fucked up, drunken brawling ftw! You so gotta add a drunken brawling mode to this game so I can replay this monsteriosity! _________________ - Jon Eirik * www.omf2097.com * www.omf2097.com/wiki * https://discord.gg/sT8YU2E <- OMF Discord |
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Malfrex Ancient One
Joined: 27 Jul 2000 Posts: 2112 Location: Vancouver, BC/Canada
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Posted: Mon Jul 29, 2013 1:48 pm Post subject: |
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Personally I haven't done a lot of asynchronous networking coding. What you might want to look at is implementing some form of state machine; ie rather then just passing inputs through there's a timestamp as well. The problem is you have to do a bit of predictive coding based on previous input then if the actual data comes through, compare against it. Otherwise you'll end up with a problem of both players seeing a different game occurring.
Likely you'll have to create a dedicated server running on the host machine that uses the latency to the remote machine to determine an average "movement buffer", then have the client perform predictive movement.
http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/
That's a decent explanation of how it would work (last ~third of the article). Coding it, however, is something I never got around to learning how to do. _________________ I'm not crazy, I'm sanity-challenged.
ASUS P8Z77-V PRO
i7 3770k (will OC @4.5Ghz)
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Arkl1te2
Joined: 21 Jan 2013 Posts: 7
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Posted: Tue Jul 30, 2013 8:01 am Post subject: |
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Almost 20 years passed, and characters are still wondering..
 _________________ Jaguar, Shredder, Flail, Nova. |
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Malfrex Ancient One
Joined: 27 Jul 2000 Posts: 2112 Location: Vancouver, BC/Canada
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Posted: Tue Jul 30, 2013 9:03 am Post subject: |
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Arkl1te2 wrote: | Almost 20 years passed, and characters are still wondering.. |
Technically Battlegrounds came out almost 10 yes ago, not 20. As for where Rob is, he's working @ Sony with Ryan on Planetside 2. I had tried to get some assistance from them to get BG running on a modern system but didn't have any luck. _________________ I'm not crazy, I'm sanity-challenged.
ASUS P8Z77-V PRO
i7 3770k (will OC @4.5Ghz)
2x8GB G.SKILL DDR3-2600
MSI 7970 3GB
Crucial M4 128GB
~10.9TB RAID 5 (4x 4TB)
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Vagab0nd OpenOMFdev
Joined: 30 Dec 2005 Posts: 61
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Posted: Tue Jul 30, 2013 10:40 am Post subject: |
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Thanks for the link Malfrex, I'd googled but not found anything quite so well presented. I think I know how to make a decent network protocol now. Once we get this massive physics engine rewrite done I'll give it another shot.
Andrew |
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