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Multiplayer Physic (Ball, Box, CAR) #331328
07/03/10 14:16
07/03/10 14:16
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
Serious User
Rackscha  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
HI,

Currently, iam working on a Multiplayer Physic demo(using ODE from 3dgs and GSTNet for network)

Iam trying to get Physic as smooth as possible and as acurate as possible to work in Multiplayer.

THis is a very early release, but i need lots of feedback on how the Physic movement feels on the CLIENT, because PHysic movement is executet on the server only, client is using only interpolation. Please try it out with friend on LAN and/or internet and report.

MY demo exists in 2 versions:

mainhigh.rar and main.rar

in mainhigh.rar you'll find the demo with a slightly raised updaterate(causing more traffic) and in main.rar you'll find a demo with lower updaterate.(dont mix them in multiplayer wink but if you do, please note it when giving feedback )


P create a ball
O create a Box
L create a car which can be controlled by the creator with WASD

For internet connection you need port 21701

main.cd.rar

mainhigh.rar

Hope to get lots of feedback.

EDIT: oh and dont mind if a box created by the server jumps a bit strange to its spawn position on the client, sometimes it happens, have to fixx it)

EDIT2: Forgot to say that the wheels for the clientside car are not integrated yet

Greets
RAckscha


Last edited by Rackscha; 07/03/10 15:56.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
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Re: Multiplayer Physic (Ball, Box, CAR) [Re: Rackscha] #331332
07/03/10 14:34
07/03/10 14:34
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
Expert
alibaba  Offline
Expert

Joined: May 2008
Posts: 2,113
NRW/Germany
I found a Bug.
If i create a car, then you can´t see the wheels at the clients side.


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Re: Multiplayer Physic (Ball, Box, CAR) [Re: alibaba] #331337
07/03/10 15:55
07/03/10 15:55
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
Serious User
Rackscha  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Ah didnt mention it:
Its not a bug, just not integrated wink

Last edited by Rackscha; 07/03/10 15:56.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Multiplayer Physic (Ball, Box, CAR) [Re: Rackscha] #331366
07/03/10 19:58
07/03/10 19:58
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
works pretty smooth over lan


3333333333
Re: Multiplayer Physic (Ball, Box, CAR) [Re: Quad] #331378
07/03/10 20:51
07/03/10 20:51
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
Only thing i hate:
Spawn 20/30 objects and ODE will shut down XDXD

@quadraxas: thanks, working on other methods to sync it better(there are micro jerks, wanna get them fixxed :D)

Last edited by Rackscha; 07/03/10 20:52.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Multiplayer Physic (Ball, Box, CAR) [Re: Rackscha] #331387
07/03/10 22:29
07/03/10 22:29
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
why does it crash after 20/30 entities? i dont have that problem with ODE

Re: Multiplayer Physic (Ball, Box, CAR) [Re: darkinferno] #331392
07/03/10 23:00
07/03/10 23:00
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
Serious User
Rackscha  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
i always had it.
And the funny thing is:

The programm itself doesnt stop working, just ODE.

MAybe there are toooo many collision points?
Cause when you spawn them, the are placed near to each other. so when one collides, it releases a chain reaction. Resulting in 30 entities colliding on lots of different points.

As long as ODE entitys are placed on different places in the level(and not a bunch of 30 sticking together) its working.

My conclusion is the result of what i have seen.
When all object are sticking and not moving(means stuck bug already occured), i spawn a ball, it falls down, and as soon as it collides with something: STUCK/FREEZE of this entity.

I have seen this problem long time ago in another demo(i didnt wrote).

There i had been able to spawn lots of balls. After spawning to many balls, the ODE got stuck(maybe lowering max collision points?)

Oh and iam happy to say:

Think i got it improved again.
I went from 30 updates a sec(mainhigh), to 20(main) and now iam at 15 updates a second for the physic entities, with a much more fluid movement(changed the interpolation).

Less bandwidth, much more fluid in movement grin. I'll test it tommorow on the internet with friends.

I think iam getting close to what i need.

Oh and if someone wonders why those entites are green/red:

Green means: Currently sending data to the clients
RED means: nothing sending, because iam not moving fast enough(dont want to spam the bandwidth^^)

EDIT:
oh and can someone tell me: entity skills, VAR, FLOAT? which type?

GReets
Rackscha

Last edited by Rackscha; 07/03/10 23:09.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Multiplayer Physic (Ball, Box, CAR) [Re: Rackscha] #331395
07/03/10 23:18
07/03/10 23:18
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Quote:
oh and can someone tell me: entity skills, VAR, FLOAT? which type?

->
Quote:
var skill[100]; // entity skills (skills > 40 only available for A6.2 or above)



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Re: Multiplayer Physic (Ball, Box, CAR) [Re: Superku] #331413
07/04/10 01:39
07/04/10 01:39
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
Serious User
Rackscha  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
ah okay, so its type of VAR,
good to know^^

Ok thayt means:

Currently executing 15 updates/sec.

Updating 7 skills

7*4*15 = 420bytes of pure data/sec (dunno the overhead for adress and things like that)

GReets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Multiplayer Physic (Ball, Box, CAR) [Re: Rackscha] #332127
07/07/10 18:34
07/07/10 18:34
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
Serious User
Rackscha  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
OK,
thats my last version.
I reached my goal, so this project is finished(for me).

Download(fixxed as descriped in my following post)

I put it back to 20 updates a sec, added a third person camera to the car(if you spawn it), and changed the car abit.
Wheels of the car are not synched. Thei are animated by sending key values and a gues.

Controls stay the same.

Learned a lot by doing this mall peace of software.
For example the multiplayer movement, its the first smooth one i have ever done, and its usable for any kind of multiplayermovement.

Greets
Rackscha

Last edited by Rackscha; 07/07/10 23:41.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

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