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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 TheDirectShift

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  1. well, Within a localhost connection, the speed is 30 fps, and with a LAN, it drops to 10... I downloaded Wireshark, and shit, it's a mess! I didn't understand anything! looks like I'm going to need a tutorial... I understood your explanation of runtimeexception, thanks! it was very detailed! I'm considering the option hplus0603 gives me, I hope that works! I must redesign the send/receive system...oh well.... I'm going to post news as long as I finish the new protocol. thanks for helping!
  2. Well, whats happens is that when trying the game with a lan connection, the FPS get down to lie 10, with little burst of lag every 4 seconds, with a duration of half a second. I don't know how to use Wireshark, but I'm sure it's not a traffic problem... The Information contains two methods with 20 lines each, and the matrix of 5x6 integers. I will have in mind your advice of just sending one object. What's the difference in your words, between using runtime exception and normal exception??   thanks for your advice!
  3. Hi to everyone! I have been dealing with this problem for weeks and I can't find the root of it. I'm working on a RTS game, it uses lockstep to communicate. At the moment it's just 2 players.   I'm going to show you the code of sending/receiving. Information is an object containing a matrix of 5x6 integers. settcpnodelay is done outside.   there is only one Thread               SleepABit();             ReceiveData();                        ScheduleDutys();             UpdateAllUnits();             SendData();                   DrawGraphics();             step = StepLookAhead(step,1);       private void ReceiveData()     {         try{                 if(whoisthis == 1) //for server                {                     indata1 = new ObjectInputStream(sk.getInputStream());                                         info_other1 = (Information) indata1.readObject();                     ProcessInformation(info_other1); //process client info                                         ProcessInformation(info); //process own info                                                         }                 else //for client                {                     indata1 = new ObjectInputStream(sk.getInputStream());                     indata2 = new ObjectInputStream(sk.getInputStream());                                         info_other1 = (Information) indata1.readObject();                     info_other2 = (Information) indata2.readObject();                                         ProcessInformation(info_other1);                     ProcessInformation(info_other2);                                                         }                }catch(IOException ioe){} catch(ClassNotFoundException css){System.out.println("nothing to do here");}         }       private void SendData()     {                           try{               if(whoisthis == 2) //this is client              {                 outdata1 = new ObjectOutputStream(sk.getOutputStream());                                 outdata1.writeObject(info);                 info.CleanInformation();                                     info_other1.CleanInformation();                 info_other2.CleanInformation();                                               }               else //this is server              {                   outdata1 = new ObjectOutputStream(sk.getOutputStream());                   outdata2 = new ObjectOutputStream(sk.getOutputStream());                                     outdata1.writeObject(info); //send server info                                   info.CleanInformation();                                        outdata2.writeObject(info_other1); //send client info                  info_other1.CleanInformation();                                 }                           }catch(IOException ioe){}     }     I know the problem is there, in one of those codes, because when I try it in localhost mode, it works excellent, but when it comes to playing with another player through LAN...it lags, and I really don't know why.     So, I hope you can help me here, thanks ! bye!