sparkart's Profile
Reputation: 113
Stalwart
- Group:
- Author w/DIC++
- Active Posts:
- 689 (0.44 per day)
- Joined:
- 16-February 09
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- Last Active:
Feb 20 2013 11:52 AM- Currently:
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- US
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- Windows
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- Favorite Gaming Platform:
- XBox
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- Dream Kudos:
- 1025
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Mirslr 
25 Dec 2012 - 21:40 -
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v0rtex 
16 Jun 2012 - 00:08
Posts I've Made
-
In Topic: 2D game development from scratch...
Posted 20 Feb 2013
Based on your experience and end goal I would recommend you take a look at http://yoyogames.com/gamemaker
It will take you time to learn C++. -
In Topic: Sending an object through an sf::Packet
Posted 17 Dec 2012
Nano511, on 16 December 2012 - 04:42 PM, said:Is there a way to send a data type through an sf::Packet that is not primitive?
Yes there is:
http://www.sfml-dev....f_1_1Packet.php
Quote
Like standard streams, it is also possible to define your own overloads of operators >> and << in order to handle your custom types.
The link shows you a clear example how to define your own overloads of >> and << to handle your own data types. You have to pass the members of your structure.
Then you can do something like this:packet << clientInfo[j];
As ButchDean mentioned, read the tutorial... it's really all there. -
In Topic: multiplayer server/client basic structure?
Posted 15 Dec 2012
I would try to receive a messages every chance you get. Networking in just another form of input for the client and I don't think you should skip out on frames. Of course, it depends on your game, I guess. -
In Topic: C++ Making game start up
Posted 28 Nov 2012
Try http://www.panda3d.o...x.php/Main_Page
I haven't tried it myself, but if I was in your shoes I would check it out. Right now, for 3D projects I'd much prefer using Unity3D. -
In Topic: MMORPG good packet size
Posted 18 Jun 2012
Regarding packet size.... I think you have the right idea down. Keep it as small as possible, but in some cases it just has to be that big. One thing you could do to reassure yourself is to use a packet sniffer to see how large other MMO's packet sizes are.
Quote
Client X or Y is sent as a short int whenever they change. Which in some case can happen 30 times a second.
I think that is excessive information being sent. For an MMO let the client perform calculations on where the remote player's should be. For instance, let the server send "move start" and "move end" messages, and let the clients fill in the blanks. Sending update position messages 30 times a second is way too much.
Another thing is... making a packet as generic as possible is great for simplicity, but making it more specific makes your packet size smaller.
For example, you can have an error message, <Message Size, Message Type, Error Message>
Now, this is a generic message. You can make it smaller by specializing the message: <Message Size, Message Type> Say message type is 1232, which means "Error, Failed to Log in".
The client is able to fill in the blanks and instead of receiving that entire string it just receives the message type.
It all comes down to optimizing vs ease of use. I guess you just have to figure out what's best for you. In the long run, optimization is better.
My Information
- Member Title:
- D.I.C Addict
- Age:
- Age Unknown
- Birthday:
- Birthday Unknown
- Gender:
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- Full Name:
- Emmanuel Barroga
- Years Programming:
- 5
- Programming Languages:
- breathing.
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- Website URL:
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vultren
03 Nov 2011 - 15:39ismail23
24 May 2010 - 18:52there's 4 category in the game and the player can play in several one but he shouldn"tsurpass 10 questions.There's top10 of the game & category
doanviettrung
06 May 2010 - 03:004a4ik
07 Feb 2010 - 02:08