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Member Since 02 Aug 2009
Offline Last Active Aug 21 2014 09:22 PM

Topics I've Started

Staying Motivated

16 August 2014 - 10:42 PM

Hey everyone!

I have been programming for quite some time since I was about 15 (just as a hobby, not really releasing anything just seeing how things work and making stuff for fun). I'm now 24 and I have not really done a whole lot. I have a bunch of started projects and even more design documentation on so many things and only two bits of software I really got anywhere with. The first is a file sync program that I am happy with but it is not very feature rich and the other is a game that is about half done, anything else is really just started. The problem I have is motivation. When I am programming I have a great time and I am smashing though it and really just enjoying the mechanics and how all the code interacts and watching something I build come to life. But then I get stuck on something and the times I can't figure it out or I can't get help with it, I lose interest, or I start working on something else while waiting for a reply or some insight and either start something else or I forget completely and go play games or something else. On top of my apparent Attention Deficit Disorder I work two jobs, one is sales and the other as an after hours call out undertaker that ruins any sleep pattern I may have had, and working on my fitness to get into the Army Reserve (to replace the undertaking, I'm not going to do three jobs at once, bugger that) I find I have less time to work on what I want to and I'm so exhausted that I end up getting home and I don't have the capacity to think so I play some games, eat dinner, exercise (usually going to the fiance's place and running the dog for 40 mins) and sleep.


I have tried a whole bunch of different ways to keep my self motivated but saying I will do 30 - 60 mins of work on a work day and 2 - 3 hours every other day, I have tried to organise my work space to make me feel like I am more efficient, I have tried making a profile on my computer with bland backgrounds and now games so I can't get distracted. But that is hard when I live with two boys who's hobbies are games and drinking.


What I want to know is how does everyone else deal with distraction, and lethargy and time management?

Best Networking Theory

26 September 2012 - 10:01 PM

Hi everyone!
So recently I have been thinking about what needs to be sent over a network for games to stay in sync. In regards to say an MMO, but lets scale it down to the basics. In a one-to-many server-client system here is what I assme happens, please correct me if I'm wrong because I'm very interested to see how this is best achieved (for later projects).

The player has direct control over the position and rotation of the character (so walking around, or flying, whatever) using WADS and mouse and instead of sending the control inputs to the server the position and rotation vectors are sent to the server and the server sends them to all other clients that need to see them (so in the same area or instance). I'd assume there would be a check there first to see if the character has been moved by external forces (being hit by a boulder or collided with an object) first or if the character is still alive.

Perhaps the clients computer takes care of the colisions when the server has sent the position of the boulder and then lets the server know that there has been an impact and the boulder and player are now in new positions. Though I'm not sure who would control the boulder (client or server) if this is an object that all players can interact with, possibley the last player or object to interact with it has control of it's position and rotation.

Then there are actions or skills. I'd assume that the input from the player is again translated into a function instead of being sent directly to the server for it to control. (That was hard to understand, I'm awful at my own native language) What I mean is if I cast a fireball which is skill one. If to activeate it I press the number 1, that keypress is not sent to the server but the client sees the button press and then tells the server that fireball is being cast and not skill one is being cast. Then the server lets everyone else know that the player has cast fireball and tells the others what animation needs to be played and to instantiate the projectile using the pos and rotation and velocity they get from the server. With unguided projectiles such as a basic fireball skill would the server give the velocity and then not worry about it or would it update the information every few steps to make sure sync is possible.

With guided objects such as a homing missile, would that also be controlled by the player that fired it, the player it is following or the server? I'd think server, because it has the most up to date information on everything.

I know this is a lot of information and I'll probably be experimenting with it to see what works best for each situation but I'd like a starting point.

Age Old Question: Which Game engine...

04 April 2012 - 02:57 AM

Hi everyone,
I have been learning to use the Ogre engine, for a while now, however I was thinking about weather I should just use a full game engine, I don't know which one to use, but the biggest point is I don't want to use one where the whole game is already programmed, all I have to do is set a few variables and say where I want things (darkbasic and Game maker style) I want to write most of it myself and probably just sticking with Ogre and a physics engine will be pretty good for me. I have had a look at some of them and I am not afraid to spend money on them. I don't like the source engine (not sure why there is just something about it that bugs me) and neo axis looks nice but I don't know how well it works. Let me know what you guys think, and what I should do, I'm doing fairly well with Ogre so far and I will probably just end up using it. The way I learn is to read a quick tutorial then start making something and research and learn when I need to know how to do something. It is hard to figure this sort of thing out when there really is no local community and all the game dev classes and courses are 7hours drive away :(

Thanks heaps.

[SOLVED] Using Bullet with Ogre

05 December 2011 - 12:34 AM

Hey everyone,
This is a bit of a n00b question, but I am currently learing to use Ogre in C++ I plan to use Bullet Physics for the physics engine, my question is how do I use them together. Do I load a model into the program with Ogre then set it's attributes with Bullet? I was looking at some videos of Havok when researching which one I would use and it showed that it was moving the legs depending on the angle of the ground. Being a novice, I can't see how the two will work together if they are both trying to modify the position, orientation and animation of the model.

Thanks guys and gals for helping me!


Classes used for Individual entities. C++ SOLVED

05 January 2011 - 12:22 PM

I'm a bit of a novice, but I was wondering, to have attributes and skills for several players or NPCs in a game should be done as classes in C++ so that it can be accessed for calculations. such as the total damage delt to a monster is based on player.sword * player.strength - monster.armor * monster.endurance. Now the reason I think of this is I used to use game maker and that is how you refenced things.

Thanks for your help everyone!


[Edited by - Scobbo on January 6, 2011 8:11:14 PM]