[web] as3 multiplayer library

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4 comments, last by egslava 12 years, 7 months ago
Hello, everybody!
For begin, sorry for my english.
I'm an as3-programmer, and I want to create very intensive multiplayer (not MMO) game.
I'm interesting in library, which able to solve the next situation:
Imagine, that you want to create game for 4 players. There is physic and intensively interaction between players.
You need:
1. One virtual world. Clients putting/dropping from this world object, like it local array, but not hard network object.
2. Every frame synchronization
3. Controllable interpolation.

If my English is too bad, I'll try to repeat it with code:

1. I'm creating on clients virtual worlds:
a) First client:
var world: NetWorld = new NetWorld(coordinationServerAddress,
coordinationServerPort);

var firstPlayer: Object = new Object();
firstPlayer.x = 10;
/* blah-blah-blah*/
world.putObject (firstPlayer)



b) Second client:


var world: NetWorld = new NetWorld(coordinationServerAddress,
coordinationServerPort);

var secondPlayer: Object = new Object();
secondPlayer.x = 10;
/* blah-blah-blah*/
world.putObject (secondPlayer)



2. When we want to render our world, we should write on first client:


for each (var obj: Object in world.getObjects() ){
WorldRenderer.renderObject(obj);
} //It will render _TWO_ objects, but first player added only one object in its code



3. When we manipulating our object, we should write:


world.setPropertyValue(firstPlayer, "x", 20)
world.addPropertyValue(firstPlayer, "velocityY", 9.81)


4. Data translation should translates over RTMFP, and uses coordination servers only before game, when there is not 4 players for game.


When game starts, coordination server should to determine main player, that will synchronize other players, and all players disconnects from coordination server.

Is there already completed lib for my aims? I can to write this lib without assistance, but I'm very busy (11 hours per day for work and two education are comming soon)

Sorry for my English again.
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Does anybody know solution of my problem?

Perhaps, I posted to wrong section? Where is right?

Is your game going to be turn based rpg? Or are you looking for a semi-real time networking solution?
My game must be very fast real-time hardcore with bangs, kills and explosions :) Even ping = 300 ms - it's too mush for me. Therefore I'm looking for a RTMFP-based network library. My game should to unite 32 players maximum.

You'd probably need to look at using SmartFox server. It's quite easy to implement. This should save you some time.
S2P, thanks! I have looked to SmartFoxServer, but it is not fully satisfy my needs:

1. It is not provide simple API for object manipulating. I want to do this:

world.setProperty(objectMe, "x", 10) and it will translate me on all gamer's machines to point with x-coordinate = 10.

2. It is not support (and doesn't want to support) RTMFP - it is my main demand.

http://www.smartfoxserver.com/forums/viewtopic.php?t=10850&sid=edb5fdc80e48a5e728c90003b1716cf6

Prooflink =)




While library is not found, I start to do this by myself.

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