• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Ambulanz

Overview on networking a 2D Shooter

1 post in this topic

Hey everyone, im looking for some help as im starting to network the crap out of my single player 2d shooter into the world of multiplayer games. What im using and what's already done:
 
C++, DirectX9's sprite interface for rendering, Visual studio 2010 express as an IDE, and Enet library for networking purposes. Here is a gameplay video which im providing for relevance purposes only.

 

[media]http://www.youtube.com/watch?v=AaCiCib8R5o&feature=youtu.be[/media]

 

My questions are:

 

Assuming they work completely asynchronously, how would a normal game cycle look on server and client. Let's think clientside for a moment:

 

- commence:

- get into the real-time network event loop

- receive ( or not ) an accept-message from server to move the player one pixel by the X axis.

- update ( or not ) local player position client-side

- render

- check for player input. In case of a "W" button pressed send a packet to the server informing it that we want to move one pixel by some axis.

- repeat

 

Any corrections/additions or a complete overhaul possibly to that list would be appreciated.

 

Now let's look at the server side. We don't need rendering here so the server life cycle would look like:

 

- commence

- get into the real time network event loop

- receive messages asking for permission to move players

- prepare new updated game state

- broadcast the game state to everyone

- repeat

 

Is this how it should work?

 

How many packets such game (vide: the yt movie above) should send per second and what should each packet contain? a complete structure describing the game state?

 

What kind of server should i buy to host my game server. Estimated minimum processor tickrate, memory capacity?

 

And most importantly how do i organize the bloody mess caused by the constant, asynchronous flow of packets, packet losses and bandwidth rate?

Edited by Ambulanz
0

Share this post


Link to post
Share on other sites

The FAQ for this forum has a pretty good collection of links.

 

In brief, though, you will typically run the physical simulation at a fixed time step, and have the size of that time step be the same on server and client. Note that this means graphics is asynchronous from physical simulation.

 

The physical simulation is then expressed as "input for step number (N+1) + state at step number (N) => state at step number (N+1)." Clients send input to the server "ahead of time." Server forwards inputs from all clients for each step back to clients. Clients can then simulate "behind time" and either display old, correct, data, or forward extrapolate "guess" for rendering purposes.

 

There are some alternatives, such as sending object position/velocity rather than inputs; these snapshots will then serve instead of "simulation" for the display. The main draw-back is that you'll either have a lot more network bandwidth usage, or you won't be as precise as with distributing inputs.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0