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About SpaceDude

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  1. SpaceDude

    Kong freeware game

    Quote:Original post by GPxz Dont worry, the problem is my hardware, i am using a really crappy onboard graphic display, and the drivers of it werent installed, i installed But DirectX still dont work OpenGL works, but the colors all screwed up, looks like a problem with the textures only, cause the menus colors are right, which led me to suspect its a problem with the graphic displayer Ok, yes OpenGL does tend to work better with lower end systems. I have however also noticed a problem with the colours being messed up. I will try to fix that in the next version. Direct3D is the preferred renderer though, it is generally faster and less likely to have graphical display problems.
  2. SpaceDude

    Kong freeware game

    Quote:Original post by GPxz By the screenshots it remember me BaboViolent2 I dled it First, it requested the MSVCP71.DLL, which i had to download separetely. Just to warn you, so next time include this file Now its crashing when i try to run it :( In OpenGL it crashes before anything appear, on DirectX it gives me this error "OGRE EXCEPTION(3:RenderingAPIException): Failed to create Direct3D9 Device: Not available in D3D9RenderWindow::createD3DResources at \c++\ogrenew\RenderSystems\Direct3D9\src\OgreD3DRenderWindow.cpp (line 573)" Maybe its missing the DirectX dll, i am downloading DirectX9 and i will try again LATER: Yeah, not working at all, its a shame, i really wanted to give a try :( Yes the game style is similar to that of BaboViolent2. Thanks for the heads up on the MSVCP71.DLL missing file. Its odd that I haven't had any complaints from anybody else about this though. I can't think what could be the problem if you have the latest DX9 drivers and your gfx card drivers are up to do. Unless you have a very old machine?
  3. SpaceDude

    Kong freeware game

    Quote:Original post by HandCraftedRadio Awesome game, really fun! I was only able to play with bots, but I'm looking forward to playing online if some i can find some servers. The only problem I noticed was the menu system. It doesn't seem professional at all and it may turn off potential players. It also didn't help that it started in level edit mode. I hope you plan to keep working on it, you have a great game so far! Keep up the good work! Fair points there, in the next version there will most probably be a splash screen which will be displayed at start up rather than going directly into editor mode (just waiting for my artist to do it for me :)). And the menu probably isn't one of the strong points, its not very pretty but at least it is functional. To be honest working on the graphical user interface is one of the least fun things to do when developing games IMHO, so that is the main reason for it not being as good as it could be. But we will surely try to improve these aspects for future versions.
  4. SpaceDude

    Kong freeware game

    Thanks for your comments, There are some pretty big maps in there (big enough for say 8 v 8 I think). Although I've never had the chance to play with such a large number of players. I suspect there will be some performance issues. More weapons will be implemented over time. As for the bots grouping together, I am aware of this problem. Currently the bots don't pay any attention to each other which is why they tend to get stuck on each other. I will work to improve this in the future, however my main focus is on the multiplayer side of the game.
  5. SpaceDude

    Kong freeware game

    I have recently released a game called Kong at, and I'm trying to make people aware of it so please excuse me for my shameless advertising. Kong is a freeware top-down shooter game featuring monkeys with a thirst for blood in a full 3D environment. The rules are simple, pick up as many health/armor packs and weapons as you can before blowing your enemies into smithereens. The game currently features two game modes including deathmatch and capture the flag with plans to introduce a number of new game modes. Computer controlled bots are provided as target practise but the real fun comes from playing in multiplayer over a local area network or the internet. Please check out the website to download the game, there are also a few videos online for you to have a look at if you can't decide whether or not its worth spending your precious time and bandwidth on. Also to try and help pursuade you, here are some screenshots:
  6. I believe its possible, I read on another forum that there is a post on the AGEIA forum which explains how to do it. However I never found the post myself (although i didn't look that hard).
  7. SpaceDude

    My experience with networking libraries

    Quote:Original post by DrEvil What is incorrect? The fact that it's easier? The fact that its the preferred method of most MMOs? Why would someone go through the trouble of sending large files through the games networking layer when they can use a protocol optimized for file transfers? Especially considering that the client usually doesn't download patches from the actual game server. That's why they have patch servers. There's plenty of other higher level niceties in Raknet without an autopatcher. Why you chose to trash the entire thing due to problems you've had with the most insignificant feature is a mystery. - The autopatcher is intended to be hosted on a "master" server not on the game server. The main reason being that allowing game servers to send files to the client which may included executables is a huge security risk. The reason not to use simple file transfer protocols such as HTTP or FTP is that it is more efficient to only send the parts of the files that have been updated rather than sending the whole file again. This is what the autopatcher is designed for. - I'm not trying to trash the whole RakNet library based on the autopatcher alone, problems are deeper than that. I am simply advising caution before jumping in and writing a whole bunch of code that depends on it. I have no intention of doing a thorough check of the RakNet system to find out which parts are broken and which are not. This should be the job of the RakNet author, which doesn't seem to be have done as well as it should have been. Quote:Original post by Ozymandias43 One very good thing about RakNet is that the developer is very active on his forum and happy to help you with problems you're having. I asked about a feature I wanted, and he posted a small patch on the forum that would change RakNet to that the next day. Notably on the forums recently you may have missed this recent announcement: New 3.0 Build (04/24/07) Fixes the reported problem with the autopatcher stopping. Download from the front page. I have not missed this thread, the forum was the first place I went when I encountered problems. The so-called "fix" does not fix the problem at all. I spent about a week on the forum discussing the issue but got nowhere, the only response I got from the Author was "I don't see the problem but I will look at it more in the near future.". I am not alone, another user reported the same problem.
  8. SpaceDude

    My experience with networking libraries

    I agree that the fact the auto-patcher is broken alone is not a deal breaker. But as I said, the problem is far deeper than that. I don't want this to turn into an argument about what is the best way to patch a game but your statements about using the HTTP or FTP protocols are incorrect. And if indeed the high level features of RakNet are of no concern, there is no reason to use RakNet over enet.
  9. I've recently been spending a lot of time on programming the networking system for my latest game and I thought I would write a little summary of my experience so that others don't make the same mistakes I did. About four years ago I wrote my first proper game which was a 3D version of the classic snake game. I attempted to write the networking code using TCP/IP so that the game could be played head to head. It worked more or less but needless to say this is a BAD idea for action games such as this. I found that large lag spikes would occur because data that failed to get through the first time was holding up the whole thing prevent further communication from happening. A few years later while developing my next game I decided to go for UDP using the fairly low-level library "enet" ( which basically adds a reliability layer on top of UDP. As a programmer you get to choose if packets are to be sent reliably or not. I found this worked much better and I didn't get any lag spikes. I was impressed with the robustness and quite happy with the final result. Recently, I started developing my most ambitions game yet. And this time I wanted to have the real deal. I.e. Master server so that players can easily locate and join servers running the game. NAT punchthrough to circumvent problems of hosting games behind a firewall. Auto-patching of the client to the latest version from the internet. That's when I came across RakNet which claims to provide a robust networking solution like enet as well as providing high level functionality I wanted for my game. My first impressions of RakNet were not good, the frontpage contains outdated information and the only download link I could find was to latest beta version "". There were no links to a "stable" version. Usually I prefer to work with stable libraries but since I had no option I went with it. After having implemented the networking in my game and got the basics working I decided to give the client auto-patcher a spin. This is where I ran into real trouble. The system only transferred part of the files and then stopped midway through. I spent several days stripping things down trying to find the source of the problem. No luck, all I could determine was that the problem did not come from my own fault and was far deeper rooted than the auto-patcher code. There was a problem with sending large amounts of data at once, in theory RakNet should deal with splitting the packets up and sending them in sequence. However at some point packets just stopped being sent. I thought to myself, how is it possible that this problem could go unnoticed. After all the front page of the website lists a number of games in which the library has been used. I thought that perhaps the problem was introduced in the later versions of the library. So I managed to get a copy of RakNet v2 stable version from the source control system they use. Still no luck, the damn thing still stops while downloading. So I gave up on that while I returned back to programming the main networking code. Shortly after I noticed that I was getting highly variable pings even when tested over my local area network. I finally got so frustrated that I stripped RakNet out of my game and replaced it with enet. Fortunately I had placed all the networking code into a separate class and the process of switching library was not too lengthy but was nevertheless a pain in the ass. After switching back to enet, I got the low stable pings I came to expect from my previous game. So I guess what I'm trying to say here is think twice before using RakNet if you want to avoid headaches. It may take longer to implement things such as auto-patching, master server, nat punch through, etc. But at the end of the day, all those RakNet features are useless if you don't have a fast robust networking system. I did quite a bit of searching for information and comparisons on different UDP networking libraries but unfortunately I couldn't find much. So hopefully if you are reading this and can't decide what to use this will help you in making a decision. [Edited by - SpaceDude on May 2, 2007 11:29:07 AM]
  10. Yes well my project is split into several parts. The core code is compiled to a static library, the main program then links this library with other platform specific libraries. So I am able to compile the core code without the MS C++ extensions. Thank you all for your help, this is the first time I am trying to code something that is multi-platform.
  11. Quote:Original post by Nitage Passing const references to temporaries is valid standard C++. MSVC++ 7.1 will accept non-const references for to user defined types (unless you diabled microsoft specific C++ extensions). You're probably declaring you function to accept a non-const reference. If you really want to pass a non-const reference to a temporary, you can do it like this: int main() { { CMyClass temp(3); PrintMe(temp); } } Ah! You are exactly right... I had used this type of code in several places, and in a few places i forget to declare the variable as const. I've changed it and now compiles fine under gcc... Thank you for the reply, this is new to me. I think I'll try look for disabling microsoft specific C++ extensions so that I would have this problem in the future since the code I am writing is meant to be multi-platform.
  12. I have a question about C++ in general. Suppose I have a function that takes a parameter which is a class passed by reference, although I guess the same occurs when passing integral data types. Should I be able to pass a temporary variable as a function parameter? Let me illustrate with an example: class CMyClass { public: CMyClass(int iNumber) : m_iNumber(iNumber) {} int m_iNumber; }; void PrintMe(const CMyClass &a) { cout << a.m_iNumber << endl; } int main() { PrintMe(CMyClass(3)); // Note that CMyClass(3) is a temporary variable being passed by reference return 0; } This will compile with MSVC++ 7.1 and works fine, however when i try to compile with gcc it won't let me compile telling me that it can't match the parameter CMyClass(3) to the PrintMe() function. I can get around this problem by changing the code to: { CMyClass Temp(3); PrintMe(Temp); } however this adds an extra line in my code and is rather anoying since i need to choose a variable name. Can somebody shed some light as to why gcc doesn't like the above code?
  13. SpaceDude

    natural cubic splines

    In case anybody else is wondering the same thing... here is a good link with some source code:
  14. SpaceDude

    loading terrain into physX

    maybe you could try running it with a tiny heightmap to see if there really is a problem or it just takes a long time.
  15. SpaceDude

    DirectShow Linking Problems

    Quote:Original post by jollyjeffers It's been a while since I've done any DirectShow programming, but have you compiled the base classes and included them in your linker path? DShow isn't in the DX SDK, but check the PSDK for documentation and build instructions. I've got a feeling they're only shipped in source code form. hth Jack Yep I've done that, I know DShow isn't included in DX SDK anymore. I have an old version of DXSDK9 that still includes it, I also tried compiling the BaseClases included in the latest Platform SDK and I get the same problem. Actually I seem to have solved the problem now by moving my code from the MFC interface to a library i'm building for image analysis of webcam data. I think it probably has something to do with the MFC, if anybody knows what exactly the problem is i'd still be curious to find out.
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