# johnnyk

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1. ## MMO programming/middleware resources

Hello, for our next game I want to make an indie-style MMO, and I've spent some time scouring the interwebs for information about programming a modern MMO but have been having trouble finding any large stores of information that's been created in the last ten years. Can anyone recommend good books/articles/blogs on the topic? The kind of questions I want to answer: - What technology options are out there for creating a server/client architecture? Scaling/virtualized servers, cloud computing, etc. - What programming techniques are used to create networking architectures of potentially thousands of players? What algorithms and libraries are used for this kind of thing? - What middleware is out there for MMO development? Thanks in advance, and I'll continue searching and post anything interesting I find here.
2. ## Need a good s-curve function

I need an s-curve function, such that: f(0,p) = 0 f(1,p) = 1 Where 'p' is the power coefficient and denotes how steep the curve is. Slope at 0 and 1 should be 0. I was using just a section of a sine curve, but I dont know a good way to control the 'steepness' of the curve using a coefficient like I want to. Anyone know what function it is that I want?
3. ## Boost on Xbox 360?

Hi all, we're starting our port to XBox from PC and having a hard time getting out boost libraries to build on the 360 platform. Specifically, we need to build these libs: - Boost Graph - Boost Threads - Boost Filesystem Has anyone has success with this? Is it even possible?
4. ## Trajectory equation

Thanks guys, very helpful. I went ahead and dusted off my algebra and solved those equations myself, solving for t then substituting into the other equation, then solving for v. I got the same result as luca, except a -2 term instead of a 2 (probably an oversight on my part). Thanks again! I'll try it out in my game.
5. ## Trajectory equation

I need a trajectory formula: Given the initial launch angle, the relative position of the target in x AND y (not the same horizontal plane), and gravity, how do I determine the initial launch speed? I've been playing around trying to manipulate equations from here but no luck: http://en.wikipedia.org/wiki/Trajectory_of_a_projectile If you can help thanks much! -John

Thats the problem, thats exactly what I'm doing and the render thread doesnt wait when others are waiting, it just keeps running. See the log from my first post, it loops 27 times before it decides to give up access..

So how would I go about interrupting a thread with a condition, then? Conditions require me to lock a mutex before I can call wait on them, and that's the problem I'm already having. What I need is code that says "at this point check if there are any other threads that want to lock this mutex, if so yield to them, if not continue." Seems like a basic operation, but I'm not sure how to do it.

14. ## Making a debug-release hybrid config

Using MSVC 2005. Ok, I'll try that. Anything else thats helpful? Do these 'dev' builds usually link to debug or release runtime?
15. ## Making a debug-release hybrid config

Hello, I'd like to create a build that has the speed of release and the lack of safety checks, but still retains the ability to step through code, set memory breakpoints reliable, etc. This is to solve two problems: 1. to make a general build I can use to both test gameplay and debug code and 2. to track down a nasty release-only threading problem I'm having trouble with. Whats the best way to create this? I'm thinking I'll copy my 'release' config into a 'dev' config, then turn on a few debug project settings. Anyone have suggestions as to the best settings to turn on? Thanks much for your help -John