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About EternityZA

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  1. EternityZA

    tcp send to localhost, delay on KVM vm

    Hi, I finally got around to switching over to AF_UNIX sockets. It resolved the issue. On KVM VM's there is now 0 delay on sends. As a bonus it also increases performance of my application by roughly 25% across the board regardless of type of VM. Thank you!
  2. EternityZA

    tcp send to localhost, delay on KVM vm

    O ok, i just assumed you could only have 1 connection per "file". Thank you for clarifying that. In my application a new thread on both processes for each user request is essential but I could definitely consider tunneling all data between thread pairs through a single connection created when both processes start up. Just not a concern at the moment. Thank you for pointing me in the right direction!
  3. EternityZA

    tcp send to localhost, delay on KVM vm

    Thank you, I'l try setting up a private bridge and I'll check out virtio mode to see if I can solve this issue without changing away from TCP. If that doesn't work I'l try using AF_UNIX. I did read a little about it but I didn't look into it much since I just assumed Disk I/O from writing and reading to a file would be causing too much latency for IPC (of course I was wrong, It doesn't actually write anything to disk. I should have researched better in the first place) One question though. I have multiple threads on both processes (depending on the amount of user requests being processed at any given moment). A thread on the one process will typically maintain 1 tcp connection to a thread in the other process until the user request is done and then the tcp connection is closed and both threads die. So if I were to use unix sockets the most logical thing for me would be to create a new set of "files" for each new thread pair. That means i'l be constantly creating new short lived "files", would this be problematic in any way or is there very little overhead?.
  4. Hey I actually asked this question in December last year on stack overflow but haven't gotten any responses yet, now this isn't strictly game dev question but I'm hoping that its still acceptable In this forum (if not I understand) Here's the original question, Its probably a bit long winded so I'l try to sum it up https://stackoverflow.com/questions/53902687/how-to-get-rid-of-tcp-ip-send-delay-in-interprocess-communication-between-a-java I have 2 separate processes running on 1 machine/vm. These processes do a lot of inter-process communication between each other via TCP sends. when running on a windows machine, a dedicated linux machine or a Open VZ vm everything works perfectly. There is no delay on individual sends. When I run my setup on a KVM vm each tcp send gets about 20 ms of delay on it which makes my application unusably slow. I have enabled tcp no delay on both sides, makes no difference. I have tested this on multiple different hosting providers. Dedicated linux servers and openvz vm's never has this delay, KVM vm's always has it. Any idea what causes this? is this perhaps just a fact of life when using KVM? or can it be improved. I assume it might be an issue of partial-virtualization(openvz) vs full-virtualization(KVM) but I haven't tested on any other type of VM so i cant be sure.
  5. Empire Rising The next thing we felt critical to add was an computer player to play against. Both for when there happens to be no one online, or if you want some practice to get used to the game before playing against other people. We ended up with two AI's, a normal and a hard. On normal the AI does basic country farming and maintains his lands without doing anything special, eventually making an army and slowly working towards capturing other counties. It should be a good match for someone just starting the game and is still learning the ropes. The hard AI is mostly the same but stronger. It takes over counties faster and has bigger armies. By no means unbeatable but definitely a challenge, this AI is for people with confidence. We were thinking about added a third, even harder AI but decided against it at this time because we believe putting an impossible difficulty would detract at this point. We might add, or tweak AI's in the future. Another big addition is the music we added to the game. The music is by Kristen Morales (see her profile at Kristenmoralesmusic.tumblr.com ). We have two fantasy tracks that alternate randomly and they really help get you in the mood of the game. Once again there was a bunch of smaller things we fixed so I'll mention a few: We fixed an anti-cheat mechanism that was over zealous and punished players that weren't cheating. We made it so you can move unit stacks around in the army to change formation. The top line is the front and the bottom is the back so you can, for example, move your archers to the back to protect them. We also made it so you can split your stacks so you use more strategies. We decrease the number of people you need in an army you need to burn fields from 200 to 100, because we felt burning fields was never viable. Lastly (that I can think of anyway for now) we changed the way the castle upgrades affect sieges. Before when you upgraded your castle it would take more seasons and more units to siege. We found that in more case the increase units requirement was annoying rather than helpful so we changed it so that only the number of season increase. We took a video of the two of us playing against 2 hard AI's. You can play the updated game at www.empirerising.net
  6. Hi I've done a lot of work on Empire Rising these last couple of months, Ive made various improvements to it but the biggest work was getting the real time combat working. With this all the planned gameplay features are in. What remains is a ton of polishing and fine tuning (and replacing placeholder assets) but this is a big milestone reached. Here is a video I made while playing a 1v1 game. If you want to try it out you can play it at empirerising.net (I apologize we still do not have a tutorial) You can also check out empire rising on indiedb at http://www.indiedb.com/games/empire-rising
  7. EternityZA

    mouse pointer raycasting

    Thank you, I will try your functions.
  8. EternityZA

    mouse pointer raycasting

    Hi, Im having alot of trouble with determining the ray normal that goes into the scene through the pointer. Heres an example: I have. A projection matrix that i generate with an implementation of gluPerspective and glFrustum 0.001953000 0 0 0 0 0.002604000 0 0 0 0 1 0 -1 -1, 0 1 A dead simple view matrix obtained from a camera that sits at [0,0,5] and doesn't have any orientation. 1 0 0 0 0 1 0 0 0 0 1 0 0 0 -5 1 mouse pointer dead center in the screen (so [0,0] in clip space) I then do the following calculation. (that i found in a tutorial here: http://antongerdelan.net/opengl/raycasting.html) float x = (2.0f * mouse_x) / width - 1.0f; //0 in this case because the mouse is in the center of the screen float y = 1.0f - (2.0f * mouse_y) / height; //0 in this case because the mouse is in the center of the screen float z = 1.0f; vec3 ray_nds = vec3(x, y, z); vec4 ray_clip = vec4(ray_nds.xy, -1.0, 1.0); vec4 ray_eye = inverse(projection_matrix) * ray_clip; ray_eye = vec4(ray_eye.xy, -1.0, 0.0); vec3 ray_wor = (inverse(view_matrix) * ray_eye).xyz; ray_wor = normalise(ray_wor); I then expect a result of [0,0,-1] because the camera is looking straight down the z-axis and the mouse is in the center of the screen. instead the result i get is [0.799999,0.59999925,-0.001562398] Please take a look and point out what I'm missing here, Maybe the calculation is wrong, maybe I'm missing a step, maybe the projection or view matrixes are wrong or maybe my expectation is wrong and I'm just misunderstanding something. Thnx in Advance!
  9. Ya... As I develop the game I get so used to it gets hard to guess how easy others will pick it up. Next on my list is UI tooltips, a proper manual and some other small things to make things more clear. Those things should have probably been a slightly higher priority! In a week or two I should have a version up that's (hopefully) allot easier to get into.
  10. Thnx for the feedback. I will expand the guide. A gameplay video is also a good idea, I just tend to be way too lazy when it comes to these things. I can make the scroll area more apparent. I think I will add semi transparent regions on all sides indicating the area your mouse needs to be to scroll and have them light up when the mouse hovers over them. I wonder if I should then rather have the player click to scroll to prevent accidental scrolling. As for the different UI actions I think I will add tooltips to all of them that show up when you hover over them.
  11. Ah, cant believe I forgot to add the link. Added it in now. empirerising.net
  12. Hi. I've finished a first release of my game 'Empire Rising'. Its a turn based strategy game greatly inspired by Lords of the Realm 2 and to a lesser extent Heroes of Might and Magic. The game is fully browser based. No installation necessary, You can play against other people if you happen to find someone online otherwise you could just try it out by yourself (which has no challenge but lets you see the game nonetheless). You can play empire rising at empirerising.net All feedback/discussion greatly appreciated! Here are 4 screenshots. Some placeholder assets still exist.
  13. Hi. The name of the game is Ash Dawn We've finally gotten it to the point were the gameplay is mostly complete and we have a running server for anyone to log in and play. We are currently a team of 2 and we've been working on this game for the last 4 years.  website: http://ashdawn.net indiedb page: http://www.indiedb.com/games/ashdawn gamedev.net journal: http://www.gamedev.net/blog/807-wilhelms-journal/ Feel free to try it out. You can download it from the website (ashdawn.net) Most of the models currently in the game are placeholders. We are at the point were we would like one or two skilled modelers to start redoing the placeholders and then after that start creating new models for new areas. At this point we would firstly like to focus on the player model including various armour/weapons and secondly on static terrain objects (houses, trees, rocks etc). You'l notice that its a cell shaded game with a "anime"ish look. Ive found a couple of cell shaded games which style I really like but unfortunately the characters are usually very child like whereas I want more adult looking characters. After google image searching for long enough I found a game that has a character art style that's more or less what I'm looking for. Its Fire Emblem. Here's one nice gif image I found that shows some of the characters. This can be used as a starting point discussing character art style. Its not set in stone.   The game itself is free. We are planning on doing microtransaction and we already have one functional item that you can buy ingame as a test but making money really isn't the aim here. As such I cant promise any payment. If this were to turn into a commercial success then of course we will be fair but that should not be the reason you join us.  Since the game is already live any models that you make or change can be patched into the game quickly and we can add your name to the credits as soon as you start contributing. Let me know if you're interested and we can work out the details or feel free to ask any other questions in this thread.
  14. Hi First things first. Since S2 brought out their new moba named "Strife" we decided to change our game's name from "Legends of Strife" to "Ash Dawn". For quite a while we chose to keep the name as it was but in the end we thought it best to change it. Aspecialy since we would use "Strife" as short for "Legends of Strife" Ash Dawn has now reached the point where all the systems we considered critical are in place. It also has 1 big pretty much complete zone and 1 half done zone but with working pvp objectives. A good amount of quests items and npc's can be found and the 4 player classes each have an array of unique spells and abilities. With this we've reached a milestone where we consider the game feature complete and in Alpha. Just very unpolished and very thin on total content compared to other MMORPG's but fully playable. The amount of content should increase rapidly from here on as we have streamlined the addition of new content to the game and content now becomes our biggest priority. We have a server up for anyone that wants to try it and we welcome all feedback. I've created a basic website with a forum for Ash Dawn where you can download the game. http://ashdawn.net
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