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SillyCow

Member Since 03 Sep 2008
Online Last Active Today, 03:00 PM
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Topics I've Started

Preventing repeating terrain textures.

24 January 2014 - 12:27 PM

The grass tilemaps that I use for grass looks very repetitive. Basically, I am taking a single repeatable grass texture and repeating it over and over again.

 

I really like playing Heroes of Might and Magic 2. It's an old classic with 8 bit graphics. The thing is, their terrain tiles looks great. It's very hard to notice the repetitions. Attached are two blank maps I created with their map editor:

terrain1
terraain2
 
I was wondering how they achieved this?
And how would you prevent obvious repetition in a modern engine?

Enemies of The Crown

10 November 2013 - 06:27 AM

Just published a gameplay video of my game:

http://www.youtube.com/watch?v=kbi58y-uNII

 

 

Enjoy, and download the game if you like it.

https://play.google.com/store/apps/details?id=com.eyalgames.enemiesofthecrown


Massively Multiplayer Cloud Gaming

12 October 2013 - 02:46 PM

I was really inspired by the "Curiosity" game by 22 cans. While the game was not very fun for me,  I was really impressed by the concept of designing a real-time game where millions of players play on the same game map.

 

As I am very much into cloud computing, I am thinking of building a world-war game with very simple rules. This game will be hosted on a scalable cluster of servers that can host everyone on the same gigantic world map. It will be real-time, but will be nothing like "starcraft". Rather much simpler (As simple as "curiosity").

 

Since I am not a big MMO player, my question is: Are there other games that allow millions of players on the same map?


Enemies of the crown

24 August 2013 - 04:37 PM

A real time strategy game for android.

Click here to view the project

TCP/IP latency over wifi

30 July 2013 - 02:25 PM

I wrote my own multi-player server. Everything is functioning fine.

It's amazing to get to play my game against others..

However, I have a serious latency issue.

 

The biggest problem so far:

I am using TCP/IP over WIFI.

The clients are Android-Java, and the server is JAVA-Windows.

I do not think I want to resort to using UDP, as I am doing Lock-Step so I need a reliable & ordered stream.

My bandwidth requirements are trivial ( < 1kbps )

 

I have noticed that latency is a bit high (hundreds of milliseconds over WiFi LAN). As I am new to this I am wondering, is there anything I can do to reduce TCP latency?

 

Right now I am calling flush() after every write() to the outputstream. It is not good enough.

 

My implementation is very naive (this is my first time), so I am probably overlooking some very simple solutions here.

 

Any suggestions?


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