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pulsar

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About pulsar

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  1. Hi , I'm making 3d multiplayer game.I'm facing problem in sending and receving data.So I'm giving the brief client server architecture that I'm implementing here. when the player is moved by the 1st client,then it send message to the server .And server broadcast it to the other client.And itturn other clients update it. Now' the problem is that ,The 1st client that sends the message too received the message ,and it update it. As result it moves twice. So,How can I avoid 1st client from receiving message that it has send? Plz help.
  2. Hi, I'm thinking of making multiplayers(two players)mario clone. There will be two Mario, one for player1 and other for player2. One player will be controlling from one machine and other from other machine.Resources(coins,star etc) for both will be common. This is basically using simulation of both "CONTRA" game and "MARIO" together. Anybody plz help how I should proceed. Sholud I have to send Mario position continuously? PLZ tell what r the things I can do to make it real multiplayers. Plz help .
  3. Hi, (I'm beginner ). I'm making PONG that can be played in internet.Till know I have made it to be played in LAN. I want to make it such that this game should be played by two players in the internet. So I've some doubt here, Till now , I'm using game state concept(whenever the state of the ball or the paddle changes I send the new position to the client). But different machine have different frame rate, so, in some machine the ball is moving fast and in some its move slow.Due to which the update in the client side is not occuring simultaneously. Actually,when the ball hits the wall or paddle its state changes and then I'm sending the new information to the client. After getting correct information its move of its own (by performing some calculation). Can the ball movement ,paddle movement(by the player) shown almost together in both server and client side? so plz help it's almost complete.
  4. hi , I'm new in the field of networking . plz tell me how can I reduce data transfer, in TCP/IP .
  5. I made a map editor for my game, a mario clone. My map stores everthing as tiles. But later I realised that this would be fine for background layer. The interaction layer contains the game entities which are different size tiles. I want it such that instead of storing tiles it stores object. I don't know how to do this. Could Please somebody help
  6. hi, I'm beginner in the field of directx. How should I take input(string) as we presses the key in directx and displaying it.I have some idea of doing it by using font. So kindly help me.
  7. sorry I did'nt log in that's why Im thanking again. thanks a lot, But here I'm using nonblocking socket. Select() function. for sending paddle position and ball position I have different send and receive function
  8. hi, I'm beginner in the field of directx (game programming). I'm facing problem in implementing PONG game in network. As I posted the message before that my PONG works fine in same computer(in which one window is server and other is client).But as I try to play the game between two machine it's become too slow. What actually I'm doing is as follows:- 1)I'm using TCP. 2)server side:- for loop { a)receive data(size of message from client and message paddle2) b)send data(paddle1 position and ball x,y position) c)rendering(displaying the paddle and ball) } 3)client side:- for loop { a)send data(paddle 2) b)receive data(paddle1 and ball ) c)rendering. Kindly ,help me .
  9. hi, I'm beginner in the field of directx (game programming). I'm facing problem in implementing PONG game in network. As I posted the message before that my PONG works fine in same computer(in which one window is server and other is client).But as I try to play the game between two machine it's become too slow. What actually I'm doing is as follows:- 1)I'm using TCP. 2)server side:- for loop { a)receive data(size of message from client and message paddle2) b)send data(paddle1 position and ball x,y position) c)rendering(displaying the paddle and ball) } 3)client side:- for loop { a)send data(paddle 2) b)receive data(paddle1 and ball ) c)rendering. Kindly ,help me .
  10. Hi, First of all thanks to everyone for there right suggestions. I have implemented Pong game in network,Which can be played by two player in the network.But it is too slow to be played, rather we can say it can'nt be played.But it(ball and the two paddles) runs smoothly on the same computer,in which one window is server and the other is client.Data transfer is okay .I'm using thread to accept connection and the data. I'm not understanding why it's runs smoothly on the same computer. But creating problem when run from other. It will be better if you kindly suggest a way to be out from this. If possible just tell me how should I tranfer paddle(y position )and ball(xpos and ypos). And Tell me how the multiple send and receive works.
  11. Hi, First of all thanks to everyone for there right suggestions. I have implemented Pong game in network,Which can be played by two player in the network.But it is too slow to be played, rather we can say it can'nt be played.But it(ball and the two paddles) runs smoothly on the same computer,in which one window is server and the other is client.Data transfer is okay .I'm using thread to accept connection and the data. I'm not understanding why it's runs smoothly on the same computer. But creating problem when run from other. It will be better if you kindly suggest a way to be out from this. If possible just tell me how should I tranfer paddle(y position )and ball(xpos and ypos). And Tell me how the multiple send and receive works.
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