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About Idov

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  1. Hi, I want to build a multiplayer (2-3 players) mobile game. I'd like to know what is the most common architecture for this kind of games: 1. P2P : Players mobile devices communicate without a server's help. 2. Server-Client: Clients do not communicate directly with each other, but send each move they do to the server. How do most mobile games do it? thanks
  2. Mobile multiplayer game

    Ok, but don't I need to make sure that player 2 received that message? (I read that multiplayer games usually use UDP and not TCP...)
  3. Hi, I want to develop a mobile multiplayer game. (P2P - clients will communicate directly). There won't be much data sent from one player to the other, but when there will, I'd like the change to appear in the devices at exactly the same time.   If player 1 presses a button, I thought  to change his game state only after player 2 received and confirmed that he received the data, but then player 2's will be updated before player 1's... Is there a way to get the state to change at exactly the same time? Thanks! 
  4. Hi, I want to develop a game for mobile phones. I'd like the user to be able to touch and drag the character around. My question is: Is there a optimal size for the sprite? I'd lik it to be as small as possible but also big enough so it won't be a problem to drag it. thanks :)
  5. Ok, but I'm doing some research now so I'll know what I can and can't do. :)
  6. It's supposed to be a normal strategy game with some extra features... for example the player would be able to build a bridge in order to mobilize its units to areas it couldn't access without it. I'd like the AI to know that unless the user shows signs of building that bridge, it won't build up it defences in that area or if the user shows interest in some region, the AI will be ready for him.
  7. what do you mean by "game design"?
  8. Hi! I'm thinking of developing some kind of a strategy game which will learn how the player plays as the time goes by. It will probably have to consider a lot of variables in order to reach his best move each time and win. But i'm a little confused about which learning method I should choose... which would you recommend? thanks! :)  
  9. Hi! I'm thinking of writing a game for iPhone/android and  I have some questions: I read that there are a few game engines that help develop games quickly. Shoud I use them or try to develop a game from scretch? Is there an engine that you would recommend? I'm thinking of a game in which the user "looks down" on the characters like in "Fallout", "Red Alert", "Dune" etc. Is it considered a 3D or a 2D game? thanks :)        
  10. Hi, I tried using Waitable Timers like in this example: But it seems that the event is signaled only after 1 milisecond and after not the time I specified... I tried using:    double timeoutMicro = 400;     liDueTime.QuadPart =  -1 * timeoutMicro * 10;  
  11. @Hodgman & galop1n: I'm trying to sample another process (memory, stack, etc) and I'm checking the boundaries of what I can and cannot do (without using all the resources of the computer). :)  
  12.  VildNinja:   I'm using QueryPerformanceCounter in order to measure time in a higher resolution. :) CornStalks:   I just tried using Sleep(0). It didn't have any effect :/ Frob: I will sure try it, but how is it possible? I've always been told that windows is not a RT system and it can't wait for periods shorter than 1 ms... Is it wrong?  
  13. Ok, thanks! But as far as I understand Sleep(0), SwitchToThread, etc. will only switch to another thread if there is another thread waiting to use the CPU, but if there isn't one - it won't do anything.   I will try to use it, but what do you say about using functions such as printf() that uses the IO devices and not the CPU in order to achieve my goal? 
  14. Hi! I want to measure a very small period of time ( let's say 0.2 ms). In order to do this, I'm using busy loop which checks whether or not we waited in the busy loop for the requested time like this:   double startTime = MeasureTime(); double endTime = MeasureTime(); while (endTime - startTime < timeToWait) {      endTime = MeasureTime(); }     I'd like to use some functions which don't use much CPU in that loop in order to ease the CPU load. which functions should I use?   thanks :)