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wildbunny

Member Since 22 Jan 2011
Offline Last Active Jan 19 2013 06:39 AM

Topics I've Started

10 steps to becoming a better programmer

01 November 2012 - 01:38 PM

Hi guys,

Just written this article that you might find useful; 10 things which have helped me become a better programmer and be more productive in general:

http://www.wildbunny.co.uk/blog/2012/11/01/10-steps-to-becoming-a-better-programmer/

Hope it helps!

Cheers, Paul.

Thinking out loud about internal edges in 2D polygonal collision detection

31 October 2012 - 10:02 AM

Hi guys,

Just written a new blog post intended to provoke discussion on ways to deal with internal edges in 2D polygonal collision detection:

http://www.wildbunny.co.uk/blog/2012/10/31/2d-polygonal-collision-detection-and-internal-edges/

Cheers, Paul.

Existing c# socket server library using SocketAsyncEventArgs?

22 July 2012 - 11:30 AM

Hi guys,

I've just discovered my socket server isn't fit for purpose, so now I need a new one based on SocketAsyncEventArgs.

Does anyone know of any pre-existing library designed around SocketAsyncEventArgs? I really don't want to reinvent the wheel again :|

Cheers, Paul.

Help diagnosing lag on a TCP socket server

21 July 2012 - 11:00 AM

Hi guys,

So I have my little multi-player TCP game socket server running on a dedicated server on the web somewhere and I'm having issues with lag as the player numbers go up to the point where with 10 players I'm seeing 300ms ping times in game, making it unplayable.

Ping time is defined as the round trip time for an in-game message.

I'm struggling to diagnose the problem; the server side game loop itself doesn't slow down at all with 10 players, so I'm thinking it must be something to do with the socket server.

I'm running a c# sever in mono on a linux box. The game thread is separate from the socket server thread, messages are passed from the socket server into a queue on the game thread and all are guaranteed to be processed every frame.

* I've got NO_DELAY set on the socket connections made
* The messages received fit fine into the allotted buffer size I have
* I'm only doing around 100 send's per second on the server with 10 players
* I'm using the asynchronous socket functions BeginReceive(), BeginSend(), BeginAccept() etc...

Any advice about where to look would be greatly appreciated! :)

Cheers, Paul.

Getting around office firewalls - socket server

07 June 2012 - 12:48 PM

Hi guys,

I've been experimenting with the best and most accessible way to create a socket server for the game I'm writing. I'm particularly interested in the workings of office firewalls.

I've currently got my game server running on a TCP socket, port 80, which I figured would make it accessible to everyone, but it is not.

I'm guessing firewalls must be filtering based on content type? Bizarrely, when I had it running on port 443 (which is usually for HTTPS), it was more accessible than it is on 80.

Anyone have any more details about this kind of thing?

Cheers, Paul.

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