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About Borundin

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  1. Basic UDP ... wrapper?

    You really should mention the "reliable" part in the topic :) Anyway, its looking good. Unfortunately, in my current project I have invested quite some time in the Enet library so would not want to switch it for another right now. Good luck with your project!
  2. AI Algorithms on GPU

    Well there seems to be some pathfinding written already as pixel shaders. See Pathfinding on the GPU on the site (source is available). Also found another one on their first page but havent tried that one yet.
  3. For sourcecode you can check out libnoise. Tutorial 5 also shows an example of ridged-multifractal noise.
  4. I would like to recommend a paper called Interactive Navigation in Complex Environments Using Path Planning. The chapter about roadmap preprocessing describes a good algorithm for automatic nav-mesh creation.
  5. MMORPG Servers question

    To the original poster. You might find these links handy. They are written by the creator of Eternal Lands MMORPG and have some nice hints of what can go wrong and what really paid off etc: A Beginner's Guide to Creating a MMORPG Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part I Eternal Lands' MMORPG Postmortem: Mistakes and Lessons, Part II
  6. If youre worried about the buffer being too small I think you can change it for your app by calling setsockopt() with the SO_RCVBUF as option name. You can also check your current receive buffer size with a corresponding getsockopt() call. These functions are available both in Windows and UNIX OS I believe. Heres a link to Microsoft getsockopt syntax: getsockopt() edit: Was thinking in C/C++ but I hope there are similar methods available in Java!
  7. Personally I use ODE and its Trimesh collision for these kind of tests. Ray-trimesh collision this way is really fast. It uses quadtree internally but nothing you have to worry about. If you want other kinds of collsion detection later on or perhaps physics then this is definately the way to go. The fact that it is Open source makes it an even better choice.
  8. That paper was really intresting, thanks cbenoi1! I also found another intresting conclusion in that paper. (From page 4 in PDF) Quote: In this section, we argue that threads are actually a more appropriate abstraction for high-concurrency servers. This conclusion is based on two observations about modern servers. First, the concurrency in modern servers results from concurrent requests that are largely independent. Second, the code that handles each request is usually sequential. We believe that threads provide a better programming abstraction for servers with these two properties. This actually implies that threads are OK for servers where each request is independant from others. Id say that is the case for a normal webserver maybe but most likely NOT for an MMO server!
  9. Cross Platform Networking API

    Before someone else mentions it: Enet Its a nice network API based on UDP. It can also be used for reliable communication if thats what you need.
  10. How to create a navigation mesh?

    Someone mentioned that the robotics field has done a lot of research in this are. This reminded me of an excellent paper I found a couple of weeks ago about path planning. Maybe not related directly to navigation meshes but it sure solves the same problem. The nice video presentation and the chapter about roadmap creation (like the randomly generated points mentioned above but more advanced) were very intresting. Heres the link: Interactive Navigation in Complex Environments Using Path Planning
  11. Does Lua have a 'sleep' function

    I was looking for a sleep function too in Lua but didnt find any. Turned out I needed the LuaSocket library later on and there it was! From LuaSocket reference: socket.sleep(time) Freezes the program execution during a given amount of time.