[gameprogrammer] Re: pingin'

well guys i need some instrumentals from a song......so how can i remove the
singing part so i can incorparate it in my song....

On Jan 24, 2008 6:04 AM, Jake Briggs <jakbri@xxxxxxxxxxxxxx> wrote:

> Actually, I lied when I said I haven't implemented it. I have half done
> it, and from memory I sent vectors (using the players current position
> as the origin) on change - basically on key-down I sent a vector
> describing a movement, and the same on key-up - the vector described a
> non movement.
>
> Some things are one-off's though - like an action (fire a weapon, toggle
> a switch) but even then there are automatic weapons (as opposed to a
> single shot weapon) - they are not one-off actions!
>
> Alan Wolfe wrote:
> > Wow you sure are strongly against what i said :P
> >
> > I think one of the issues you have with it is that the client would be
> > constantly sending streams of data to the server saying "moving
> > left...moving left... moving left..." etc right?  Just as i assume you
> > wouldn't send the coordinates every time they changed, I figured you
> > could do something like send a message when the player starts walking,
> > and another when they stop.
> >
> > Probably adding time stamps if you want to be able to account for lag.
> >
> > Does that still sound bad to you? If so im curious why.
> >
> > btw im also curious how would it be as hackable?
> >
> > On 1/23/08, Jessica Nienbarg <jessica@xxxxxxxxxxx> wrote:
> >
> >> No, that's really inefficient, since the coordinates *will* get offset
> >> to the coordinates the user sees. It doesn't even work for minimalistic
> >> projects. Also that method would be as hackable as the coordinate one,
> >> no gain there.
> >>
> >> Alan Wolfe wrote:
> >>
> >>> Instead of having the client tell the server "hey i want to move
> >>> here", it would probably be better to tell the server "hey i want to
> >>> move left", because if the client tells the server specific
> >>> coordinates to move to, people could hack their client and make it
> >>> send whatever coordinates they want to have "teleport hacks" (:
> >>>
> >>> On 1/23/08, Jake Briggs <jakbri@xxxxxxxxxxxxxx> wrote:
> >>>
> >>>> Yasser Gonzalez Soto wrote:
> >>>>
> >>>>> I want make an application (c++ or delphi) that pings to an ip
> >>>>> address. Is reponse add a "IP actived" message to a list
> >>>>>
> >>>> Well you could just try to open a socket on the remote IP.... Depends
> >>>> what libraries you are using.
> >>>>
> >>>>
> >>>>> second:
> >>>>> In a multiplayer LAN game using tcp/ip,  I want make a game where,
> >>>>> each time an user connects to the server, creates a sprite on the
> >>>>> room. So, when a player on his own PC moves his character screen
> >>>>> moves, on the other PC else, user player moves. Could you give a
> clue
> >>>>>
> >>>> Well here is how I'd do it, in the simplest way I can think :
> >>>>
> >>>> 1: You would have the server remember the state (x and y position,
> for
> >>>> example) of each client.
> >>>> 2: The client would request a move - "Hey server, I want to move to x
> >>>> position,y position".
> >>>> 3: The server would validate the request, checking that the move is
> >>>> valid based on the clients previous location. If it is, the server
> >>>> updates its internal state.
> >>>> 4: The server updates each client periodically with the state of all
> the
> >>>> clients.
> >>>>
> >>>> So we have a situation where each client puts sprites (including its
> >>>> own) wherever the server tells it to. If a client gets a key press
> from
> >>>> the user that means "move up 1 pixel", it doesn't move its own sprite
> -
> >>>> it tells the server that it wants to move its own sprite up one
> pixel.
> >>>> The client only moves sprites when the server tells it too. The
> client
> >>>> doesn't change the state of the game (it doesn't change the position
> of
> >>>> sprites) unless told to by the server. Deferring to the server this
> way
> >>>> keeps things nice and tidy, since you have separated the
> >>>> responsibilities of the client and server cleanly - they won't step
> on
> >>>> each others toes.
> >>>>
> >>>> There are probably about 100 ways to do this though, and this way
> will
> >>>> have issues that need to be worked around later. For example, if ping
> >>>> time (lag) is high, the user will notice a lag when moving. They hit
> the
> >>>> "up" button and half to wait half a second to see their sprite move.
> A
> >>>> way to work around this specific issue is to implement client-side
> >>>> prediction. This means that the client does move its own sprite (and
> >>>> possibly other players sprites) to keeps things looking good to the
> >>>> user, but will still use the servers version of the game state as the
> >>>> official state placing the sprites where the server thinks they
> should be.
> >>>>
> >>>> Right gameprogrammer mailing list, I expect my little scheme to be
> >>>> ripped apart :)
> >>>>
> >>>> --
> >>>> Jacob Briggs
> >>>> Systems Engineer
> >>>>
> >>>> Core Technology Limited
> >>>> Level 1, NZX Centre
> >>>> 11 Cable Street
> >>>> Wellington
> >>>> Phone +64 4 801 2252
> >>>>
> >>>> --
> >>>>
> >>>> object doAnythingConceivable(string whatToDo, object whatToDoItWith)
> { .....
> >>>>
> >>>>
> >>>>
> >>>> ---------------------
> >>>> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
> >>>>
> >>>>
> >>>>
> >>>>
> >>> ---------------------
> >>> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
> >>>
> >>>
> >>>
> >> --
> >> Jessica Nienbarg
> >>
> >> Rudolf-Seiffert-Str. 33
> >> 10369 Berlin
> >>
> >> Tel.:   0163 632 1862
> >> E-Mail: jessica@xxxxxxxxxxx
> >>
> >> ---------------------
> >> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
> >>
> >>
> >>
> >>
> >
> > ---------------------
> > To unsubscribe go to http://gameprogrammer.com/mailinglist.html
> >
> >
> >
>
> --
> Jacob Briggs
> Systems Engineer
>
> Core Technology Limited
> Level 1, NZX Centre
> 11 Cable Street
> Wellington
> Phone +64 4 801 2252
>
> --
>
> object doAnythingConceivable(string whatToDo, object whatToDoItWith) {
> .....
>
>
>
> ---------------------
> To unsubscribe go to http://gameprogrammer.com/mailinglist.html
>
>
>


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