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Member Since 16 Jan 2007
Offline Last Active Jun 25 2014 02:30 PM

Topics I've Started

Client-Server Game Logic Distribution

06 April 2012 - 01:38 AM

In a First Person Shooter one can get away with doing all decision making on the server, and simply updating objects on the client. But take a game like Diablo 2(not an MMO) where there is a great variety of attacks, damage, spells etc, what all does the server do in this case? Is the client a dumb terminal that is updating objects and running animations, or is it the other way around where the client is doing all the processing(hit detection, damage to enemies etc.) and sending only 'necessary' updates to the server? Taking this game as an example, could you tell me how you'd set it up for a hack and slash game?

I have no experience in this, but I'm trying to set up a client-server architecture where, preferably the game runs mostly on the client. I know this question is quite abstract, but if you could just point me in the right direction, that'd be great!

Simple Multiplayer Messaging Protocol

14 May 2011 - 01:05 AM

I want to know how a game encodes it's messages that are sent to all the other users playing the game.
What I have is a simple game, with characters and objects. Players, as characters in the world, can pickup, drop, give, receive and interact with these objects. Currently, in the engine, every object and character has a url, more like a code to identify it, a single byte in this case (char).

I have no prior experience with network programming, but right now I have a thin layer programmed over UDP that allows me to send and receive simple packets in a reliable fashion.
What I want to know is, how do I pack all this information, in a generalized manner? What I can think of, is give every function a code, like, dropping can be 1, picking up can be 2, giving can be 3 etc. Then just send the character code, object code, and the function number. This information can be decoded and performed on all the other clients. Is there a more elegant way of doing this?

[web] Choosing the right tool

18 April 2011 - 11:23 AM

I have been programming games in C++ for a while now, and this next game that I want to start off with would be nice as a browser game.

We're basically looking at a multiplayer 2D top down game, more like a scaled down version of an MMORPG. I can't decide on what to use, I'm split between Flash, Java, HTML5 and what not. I have very little knowledge of everything except Java, but I am willing to work with and learn, whichever is the best.

How Do RPGs Handle Conversation

13 April 2011 - 09:42 AM

I've been thinking about RPG's and I wonder how game developers handle a conversation system in their games.
Excuse me if I sound a bit silly here, but If I was to use a game engine like Unity, would I be scripting the whole thing, or do developers have dedicated system that they implement which help them code-in the conversations easily?

I've never tried my hand at an RPG before, this might be too much to ask for, but I was wondering what kind of a data structure does one set up for handling conversations between characters. Maybe it would require a complex state machine of sorts, I don't know.

I'd love to have some light thrown on the subject! Thanks!

OpenAL license

30 August 2010 - 04:56 AM

Can a game using OpenAL be published under the Creative Commons License?