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CC Ricers

Member Since 04 Jul 2004
Offline Last Active May 07 2015 01:15 PM

Topics I've Started

Server-client or P2P, is one more suited for a style of game?

20 March 2015 - 05:03 PM

I am making a Bomberman clone and have the game logic all set up, and now I'm ready to add in networked multiplayer.

 

This is my first time attempting network code for a game and have read about client-server setups, P2P setups and their main advantages and disadvantages.

 

It seems like some game genres are more convenient for certain network structures than others. For example, P2P is common in RTS games.

 

Well, I consider Bomberman to be like RTS of sorts, just greatly simplified in rules and player options. It has real-time action like a shooter or fighting game, but not as fast-paced (although I know Awesomenauts also uses P2P and that is an arena fighter). I am going to make it support up to 4 players and then after having that work, see if it scales well to 8 players.

 

Currently I have some test server and client setup in the game, using Lidgren. Just for sending string messages through each other and displaying them in their windows, nothing more. If I were to use P2P instead, I was planning on just sending player input states every time the input state has changed for that player. The input state is encoded in a bitmask which would help in sending data to a minimum.

 

Would P2P be better for this sort of game, or client-server? And am I correct in the kind of data I am going to send to the other players (or server), or should I send the players' own position and bomb data?

 

I know I still need to deal with input lag, and sending player data directly is more prone to user hacking, but I want to start with the basics first because I think that the network structure I choose will greatly impact how I will update the game logic.


Anyone use Jekyll for their developer website?

11 March 2015 - 02:57 PM

I want to try a new free place to host my dev blog, and currently use Wordpress.com free hosting. I don't like most of the free themes they have to offer, and the ones that work still don't let me customize them enough to my liking. So I'm looking for something more flexible.

 

I recently heard about Jekyll and how it integrates with your GitHub account to make website or portfolio for your programming projects. Now here's what I don't get. As it advertises itself as "blog-aware", can it be a direct substitute for WordPress? If it's hosted online why do you need RubyGems for its setup?


Any tutorials on ray marching with shaders?

03 March 2015 - 02:52 PM

I think most of us here know of Iñigo Quilez and his articles on how to do many 3D rendering techniques and producing entire scenes using just shaders.

 

I'm having trouble finding the articles that are more of a beginner level for generating entire scenes with shaders, though. Are there also other websites I can look at that have some tutorials that show how ray marching works without diving way too far into the math? (which should be reasonable for the beginner level)

 

I already have a decent amount of knowledge using HLSL for rendering scenes with polygonal meshes, and adding textures, lighting, shadows, etc. But this time I want to learn how to do a simple scene using ray marching. Like a scene that puts a sphere in front of the camera and then shows how you draw it with perspective, and shading.


Saw a job listing for a gaming company, but not exactly game development.

02 March 2015 - 07:39 PM

Said company is looking for a web programmer to help maintain their website. My main career has been in web dev but I do a lot of hobby game programming on the side. The company in question is not an AAA studio, but a somewhat large indie. If I was a web developer for that company would this count as having game industry experience? Or is it as much a game industry job as a HR/front desk job for a gaming company (meaning almost no game industry connection)?


What are the recommended places to store save data?

16 February 2015 - 03:54 PM

When it comes to saving data, whether game progress or maps, or anything that is user-created, what are the recommended places in the file system to save the files to? I see it all over the place for different games. For Windows, some games use the /Users/AppData/Local folder, some use the My Documents folder and others use the same folder that the program resides in (with a separate folder within). And I'm not sure where to begin looking for Linux and Mac.


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