• Advertisement

DexterZ101

Member
  • Content count

    24
  • Joined

  • Last visited

Community Reputation

110 Neutral

About DexterZ101

  • Rank
    Member

Personal Information

  1. Yo' Rey, "MABUHAY KA" Good luck sayo tsong ^_^y
  2. To save file size and load it much faster you can create a lookup color, imagine if you have thousands of vertex and only have four colors you can put mesh #GROUPS, #TRIANGLE and UV and it's almost complete ^_^y #COLOR 0: 251,252,250 1: 250,253,250 2: 250,252,251 3: 250,253,251 #VERTS -24,4.58,-25: 0 -25,4.62,-24: 2 -24,4.58,-25: 1 -24,4.62,-24: 3 -25,4.62,-24: 2 -25,4.62,-24: 2 -24,4.62,-24: 3 . . ... thousands The Assimp project might interest you y It's an Open Asset Import Library (short name: Assimp) is a portable Open Source library toimport various well-known 3D model formats in a uniform manner.
  3. GameDev Challenges - Moving to Groups!

    Sounds cool ^ _^ Y
  4. TCP/IP server, multithreaded?

    Well said Sir ^ _^ y
  5. TCP/IP server, multithreaded?

    Exactly, but the OP's inquiry is regarding Listening and Accepting. Cheers ^_^y
  6. Multiplayer Pac-man Challenge

    Tower Defense sounds cool ! Make it 3 to 4 months I might jump in again : - D TD is harder than PACMAN ^ _^ y
  7. Multiplayer Pac-man Challenge

    Tower Defense sounds cool ! Make it 3 to 4 months I might jump in again : - D TD is harder than PACMAN ^ _^ y
  8. TCP/IP server, multithreaded?

    Nyaha! Yo wazzup Polydone, I just want to create an Interchangeable network library the reason I want to test all possible scheme ^_^y Here's my simple conclusion and understanding on Accepting client using TCP based onthe (3)Three schemes ive implemented on accepting clients. AsyncIOCP: * A Non-Blocking acceptor implementation for accepting and listening to connecting players using I/O Completion Ports(IOCP) model in conjunction with a pre-allocated thread pool. * This is good for minimum clients or when you will terminate accepting client once your desired numbers of players connected. * Recursively fire immeadiately another async listener inside your async callback method before adding the connectiong client to your player collection. * Just don't do any other thread related stuff like sleep inside your callback or heavy computation and validation and your good to go ^ _^y AsyncOVERLAPPED: * A Non-Blocking acceptor implementation for accepting and listening to connecting players using OVERLAPPED I/O model in conjunction with a pre-allocated thread pool. * Just like the AsyncIOCP it's good for minimum clients or when you will terminate accepting client once your desired numbers of players connected. * Recursively fire immeadiately another async listener inside your completion method before adding the connectiong client to your player collection or doing some validation. * Again just don't do any other thread related stuff like sleep or heavy compulation and validation inside your completion method and your good to go ^ _^y SyncThread: * A Non-Blocking acceptor implementation for accepting and listening to connecting players using Synchronous model in conjunction with it's own kernel dedicated thread. * If your application requires massive connecting clients or continously accepting clients until your application ends this is a good candidate. * The only caveat of this implementation is it has it's own kernel thread unlike AsyncIOCP and AsyncOVERLAPPED that uses a pre-allocated thread pool. The Receiver scheme, maybe some other time ^_^y or I'll journal it.
  9. TCP/IP server, multithreaded?

    When I was designing my server that inquiry also comes into mind, which implementation is better to handle multiple clients? I ended up implementing it all to test which one is better, you could have a separate scheme for accepting and receiving ^ _ ^y m_ServerConfig.ReceiverMode = SReceiverMode.TcpThreadPollOnly; TcpThreadPollIOCP TcpThreadPollOVERLAPPED TcpThreadSelectOnly TcpThreadSelectIOCP TcpThreadSelectOVERLAPPED TcpThreadPerPlayer TcpAsyncIOCPPerPlayer TcpAsyncOVERLAPPEDPerPlayer UdpThreadOnly UdpThreadIOCP UdpThreadOVERLAPPED UdpAsyncIOCP UdpAsyncOVERLLAPED m_ServerConfig.AcceptorMode = SAcceptorMode.TcpAsyncIOCP; TcpAsyncOverlapped; TcpSynchronous; UsingUDP;
  10. Unreal and Unity is overkill for that kind of project IMO, that kind of game can be easily made in pure coding, I'll use MonoGame for that kind of project MG is also a multi platform framework ^ _^ y
  11. [[Wanted] Programmer for mystery game project

    PM sent ^_^y
  12. Let's make something amazing

    Hi Keith, If you haven't found a coder yet, I'm interested ^_^y to make the long story short let's make something amazing and do your game! EDIT : Oppps Sorry didn't saw that you already have a team ^ _^ y good luck! Dexter Z
  13. Multiplayer Pac-man Challenge

    Thanks man and likewise I downloaded your entry and play with it ^ _^ y Cool stuff!
  14. Multiplayer Pac-man Challenge

    Thanks man and likewise I downloaded your entry and play with it ^ _^ y Cool stuff!
  15. Multi-Player PAC-MAN Challenge Entry

    Thanks bro and likewise ^ _^ y
  • Advertisement