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Yo a multiplayer simple soccer game ?
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[quote][b][/b] wrote: Hi Is it doable? - yes. Is it easy to do - nope. It's easy to create a simple single player game, but networking will be the issue. The main probliem is that all network capatibilities of ccb is limited to one "send http request function", and there are actually only GET request you can send. So: You're making a fast paced pvp game. I see a couple of issues you should overcome: 1. CCB provides only client part. So you need a third party server application; 2. There is no network framework - you only have your GET call; 3. You can't just send your data every frame - this http function is very slow. Even if your server is on the same machine as your client you will have 50 ms delay. The over way - you can use a WebGL target and enjoy modern networking in the browser, but in this case you will not be able to use physics engine, because it only works with win and macos targets; 4. How do you calculate your physics? You can either calculate it inside dedicated served application or you can make one of "clients" sort of a host which handles all physics. You have 2 issues with the first approach: 4.1 You can rewrite all physics logic inside the server application and only send clients precalcualted data - this means you have to re-implement ball physics yourself and somehow synchronize it with coppercube (i.e. it moves the same distance with the same speed); 4.2 You can use another instance of coppercube to be sort of a server. The issue is that you can't run two instances of it on one machine at the same time. Coppercube game stops as soon as the application loses focus. Coppercube also doesn't have a headless mode; One issue with client is a host: 4.3 Host will always have an advantage since it has 0 delay; 5. As soon as you figured these out you need to implement all the stuff like: lag compensation, entity interpolation, client prediction and etc to make you game feel smooth. These do not come from the box. You can read more details here for ex: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking. And remember you only have tcp, so no fast udp calls; 6. Yep, and also synchronization. You need to somehow sync server with client at every game start; I.e. I'd better not.[/quote]
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