[gameprogrammer] Re: [ANNOUNCE] NewI\O Alpha Version 0.07 (Build 043)

  • From: Chris Nystrom <cnystrom@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Thu, 29 Sep 2005 16:39:51 -0500

On 9/29/05, Jake Briggs <jacob_briggs@xxxxxxxxxxxxxxx> wrote:
> Heaps better. Using demo_paint.nio before, when I moved the mouse fast
> trying to draw a straight line, I would get a really broken line. Now it
> is still as laggy probably, but it feels heaps better, and the line is
> more solid. Its kinda hard to explain, unless you can see it.... Fast
> mouse clicks are picked up now, that makes the whole thing fell a lot
> less laggy.

Excellent!

> I might spend an hour this morning and set up a server on my work
> machine, and one on my home machine (a ping of about 20 and 6 hops, one
> of them being my router), I am getting pretty sick of writing schemas :)

That would be great. It should not be difficult. The server daemon
itself is very bare bones. It should be a simple compile and then add
to your inetd conf file.

To add apps you just compile the library and then the apps and then
just put the binaries were the daemon can see them.

It is all very alpha, so you should not install this on a machine that
contains sensitive data.

If you run into any problems or have any questions let me know.

> So the program (paint_demo.nio) was missing the mouse events, rather
> than the server (niod)?

That is correct. The mouse info was getting to the library, but the
paint demo program was simply polling, and so if you clicked between
polls it was missed. I added a new procedure to the API that gets the
mouse data from a circular buffer so the clicks (and mouse movements)
are not missed. And then I had the paint_demo use that procedure,
instead of the one it was using.

> Or was the program missing the messages from the
> server saying "put a pixel here"?

Nope. No problem there.

> Anyway, maybe I should abandon my current project (multiplayer snake) in
> favour of a new one, a multiplayer scorched earth clone for nio :) The
> lag wont really effect this game, as its turn based :) Maybe a
> multiplayer snake would be cool also....

I would love to have another developer using this system. It is still
very new, so the API is probably inadequate, but it is easy to extend
and add to, so we can stay in contact and you can tell me what you
need, and I can implement it.

Chris

--
E-Mail: Chris Nystrom <cnystrom@xxxxxxxxx>
Business: http://www.shaklee.net/austin
Blog: http://conversazione.blogspot.com/
AIM: nystromchris


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