Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 02 Feb 2013
Offline Last Active Sep 09 2014 12:09 PM

Topics I've Started

Environment and hardware for multiplayer online game development.

14 August 2014 - 06:17 PM

Hello there.


I'm about to learn how to do networking games, and I'd like to do it all the way through, from a simple "rock paper scissors online" to a kind of MMO game, with most of the basics needs of such game, like player database, server runned gameplay, chat server, logins and such.


For this, I want to set up a dedicated workspace made of my laptop and a separated dedicated server. I'm looking for a solution allowing me to minimize the number of manual file transfer I would have to do, and be able to test my stuff on the fly, with a minimum of operation to do to have the game server up and running, and the client ready to connect.


For this, I'm thinking to setup a small PC / mini-PC with linux on it, and have it run subversion to keep the server's source code, update and commit them from my windows PC and compile it directly on the server PC with g++. I would develop the client entirely on Windows using Visual Studio.


About the server PC itself, I'd like to have a home server for this, made only for game development and hosting. It would be able to run a game server process with a physics engine and such, have 4 process running at a time at minimum for the most complicated multiplayer setup and a database. My internet connection is just good enough to have 3 or 4 peoples connected at a time, but I don't really need more unless my game is interresting enough to go retail, in which case I would loan a good and big dedicated server.


A friend of mine said to avoid getting a home server, unless I have money to give, and get a server hosting from a datacenter.


What would you recommend me? What kind of setup do you usually have for multiplayer game development?

Splitting a rectangle area into organic section.

19 March 2014 - 05:17 AM

Hey there.

I'm willing to split a rectangle area into N part, forming an organic splitting of curved sections.

I'm searching an algorithm or a mathematic formula for this, but I'm lacking the exact words for such algorithm.

If anyone have an idea of what could be usefull for me, I just need a name so I can extend my researches.

An example of what I am thinking of :

Attached File  splitting.png   13.6KB   1 downloads
Here a splitting of a rect with a central zone and 6 others.

With regards!

The good way for a junior game programmer to start?

19 May 2013 - 09:16 AM

Hello everyone.


I'm right now in the process of thinking what I want to do and where I want to go.


I'm a "young" (29yo) programmer, specialized in C++, with knowledge of C# and Java. I don't have a field specialization like 3D programmer or IA programmer as I'm curious about all and about everything game related, even what is outside my range of proficiency (like art and music).


I have only one year of experience in a mobile game company (Gameloft), wichturned out producing game patch, bug fixes and stuff, and 2 years of... Self studies and filling out my curiosity on several ideas and project of my own I never really finished.


Now I'm fed up to work alone on those project that I will never be able to conclude by myself. I don't want to do all the game related jobs by myself, like thinking the game design, doing some graphics with my poor skills, and so on. I want to build a career as a game programmer, but I don't know how to really start.


- Should I start with a AAA company to earn my living and meet skilled programmers? I did it with my previous company, the experience was good, but not being part of a core team because I am a junior was kind of disapointing.


- Should I look for an indie based team/company? I think I would gain my experience drilling into the serious stuff, but would an indie team take the risk to hire someone without consistent background as me?


- What else could I do? My main flaw right now is I not really had to work on a full game with a team. I did work in my previous company and a personal project with two other people, but I feel I'm missing all the fun/fullfilling a game programmer could find in his job...


- Also, I listed my skills on my linkedin page here : http://www.linkedin.com/profile/view?id=108161040, does it looks kind of appealing for a company, or do you think I lack something important to have/mention?


To have a better feel of what I did, here is a little blog about my personal project, wich is kind of old now : http://excellenceteam.wordpress.com/


So... That's it. Could you give me advice on how I should start a career?



Advices about 3D animated character programming.

04 May 2013 - 08:03 AM

Hello there.


I'm working on a mobile 3D game, and I'm encountering difficulties about the animation of my meshes.


The game is about giant robot battles, something between Mechwarrior and Gundam. I'm willing to have humanoïde robots fighting each others, in third person view, with cool animations enhanced by physics and ragdoll.


I'm using Bullet physics, along a custom multi-platform engine allowing me to work on Windows and produce for Android (and later iPhone). The 3D part work with openGL ES 2. The main way to import stuff is through xml, wich will be compiled as binary for the distribution app.

The game will be only multiplayer. The gameplay and physics will be computed on a remote server, the client will use physics for the particle effects and ragdoll.


My main issue is :

1°) What to choose to animate my robots : A) Mesh interpolation, B) rigged character or C) skinned character?

A) Mesh interpolation would cost a lot of memory, and I couldn't use VBO (or could I?)


B) Rigged character, well maybe the name is not well choosed but as I think it, is about linking static meshes together and moving them following some kind of skeletal laws. It is different from Skinned as I will load the static meshes as VBO and use matrices to move them. It could be done thanks to the robots stuff, wich I can compose of solid parts.


C) Skinned character, it could allow me to add some wires and deformable stuff on the robots, but won't it cost a lot more CPU to compute the models each frames?


2°) How to implement it?

I'm doing my own 3D engine with OpenGL ES 2, following some books and taking my inspiration from Irrlicht. I kind of understand the way to use matrixes, but each A, B or C system have its own way, so I would need some tips to implement the one I choose.


3°) How to prepare my workflow to create the animations?

Here is the tricky part. So far, I'm using COLLADA to import my 3D meshes from 3DS Max, but the way max manage the animations, I feel it will be awefull to process. (Like only one animation per .max, or using some dirty tricks...) But writting something like an animation editor, with its 3D view, importing meshes and rigging them together will be a huge work as well. For this, I'd like some advice or returns of people who got some experience in this domain.

Network architecture discussion for a mobile game

11 February 2013 - 08:56 PM

Hello everybody.


I'm working at this time on a personal multiplayer android game project, involving robot battle like the ones in animes. It is a work on at least 1 year for commercial purpose.


I'm writting most of the compoung of the game, inspiring from irrlicht for the 3D part, SFML for the system and network part and I'll use FMOD for sounds and Bullet for physics.


My concern here is for the network part. I didn't made any MP game on my own, but I got solid concept and ideas from my previous job in a game company.


The plan!


Here is what I've planned so far for networking :


I'll have 4 entities to manage in my architecture :

- Multiple game clients

- Multiple dedicated server instances

- One master server

- One database (with timed backups)


I planned to manage the game like World of tanks, meaning :

- Each client only display the game in its current state and send player inputs.

- Each dedicated server manage physics, game states and player input altogether.

- Each dedicated server send resulting game states to the client on regular basis and more immediate game events (death, shots, impact, end game)


World of tanks is a PC game and allow 30 player by match, I'll restrict my game to 8 player per match to reducec networking traffic and CPU usage of the devices.


The master server will manage the client to dedicated server connection and usage, game statistics and player accounts.


The database will store the player accounts, match result and player assets as robots frame and customisation.


Now what?


I have my plan, but how to put it to use?


My issue is, I have no solid server-side knowledges to construct all this. I can't even know if my idea is viable, so here I come :


I want to know : Do you have some good books, tutorials or examples about the kind of architecture I'm doing? I don't even know how I'll implement the dedicated server instanciation, connection and run from the master server. :/


I want to expect : What kind of issue I should face with this kind of architecture? Do you have some technical numbers to share, like an acceptable amount of data to transit from the mobile device to the server? Among this number, what can 3G support? What can Wi-fi support?


I want to do : To send all the data, I'll need a solid contract with some network provider for a good bandwidth, but what about the server itself? Would it be better to buy my own rack so I can act directly on it, or should it be better to rent a server in a profesionnal company with all the technical support? Also, what about the database? What would be a good RDBM, good to manage thousands of account, assets and stuff with good security without using too complicated SQL request?


I want to... Know more! : If you have had an experience like this, would you give me some more advices on aspects I didn't mentionned yet?


With regards,