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      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.


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About jxwnhj0717

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  1. I am planning to develop client-server RPG, but I get stuck in accurate attack. Think about under situation: 1. Player1 at position A in server. 2. After 100ms, Player2 see Player1 at position A, but Player1 moved to position B in server side. 3. Player2 attacks Palyer1 at position A. 4. After 100ms again. Server receives attack packet, But Player2 moved to position C, if Player2 attacks Player1 at current position C, the hit will always miss. I need estimate attack time: Command Execution Time = Current Server Time - Packet Latency - Client View Interpolation This formula from: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_compensation But how can I get Packet Latency and Client View Interpolation? I read the unity network demo of TPS-Auth. I think Client View Interpolation should be equal to fixed time + Client Latency.( GraduallyUpdateState.cs m_InterpolationBackTime property)
  2. If server just check the collision and broadcast the position of client, what will happen?
  3. [quote name='hplus0603' timestamp='1345825588' post='4973026'] One approach that is often used is to have fairly simple physics (sweep a sphere against a BSP tree, or similar) and then run "secondary simulation" on the client to make it look better (foot IK, moving guns/arms so they don't penetrate the wall, etc) [/quote] I am sorry I can't understand "secondary simulation", does means client received the position/state of character simulated by server, client simulate it again? has some articles explained this?
  4. I need a lot of type of jump action: 1?jump in place when press space 2?jump forward when character is moving 3?long jump when charcter is running 4?high jump when charcter jump again before the previous jump hasn't finished bullet or another engine can implement these, how to do it? I am developing MMORPG, so one client jump, how to I broadcast this action to others resided in the same window. send the key position to server? or simulate the action both in server and others's clients?
  5. [quote name='hplus0603' timestamp='1345746134' post='4972694'] You can quantize floating point numbers to shorts, if you can accept the loss of precision: [code]short sent_value = floor(float_value / MAX_RANGE * 32767);[/code] Unpack it on the other end: [code]float received_value = short_value * MAX_RANGE / 32767;[/code] [/quote] Thank you very much! I test this method, set MAX_RANGE=1000, then sent_value approximate equals to received_value plus or minus 0.02. I can use the map which has 1800*1800 size About the physical simulation,client just need calculate one character, but server has thousand of characters. If the server run the same simulation, I think may be it will crash.
  6. I come from China, if my English make you feel uncomfortable, I make an apology! But please read my question and give me some advising. I read Recast/Detour project to figure out how to navigation in 3D environment, I noticed the player position is floating point, it does't like 2D game that every point is integer. In 2D, I can deliver player position to server use two bytes(assume the grid map is 256*256), but in 3D, I need use three float numbers. The only thing I can think of to optimize the communication is zip the data, does it exist high-efficiency schema? Another question: when server received the player position, it need be validated to makesure it's whether a nomal position or a fake position, How to do it? My idea is check the distance between this position and previous position, to guarantee player can't move too fast. But this can't guarantee player would not drilling soil or walking on the sky, I need more strict validation. By the way, we choose bullet as collition detection and physics engine. I browse some bullet demo, but could not find a Demo show character's jump action. I don't know how to implement jump action, if you know how to jump, or better free physics engine, please tell me. When player is jumping, the position on the sky is allowed, so the validation is more complex. Our browser client language is AS, server language is JAVA.