Friday, February 19, 2010

Teaser

Thought I'd show you a lil somethin somethin ;)  No more pink rexy!

Quick Update

Okay, well to check in with you guys as I take my 3:30 am break:

Today I have made great progress! As it is, you can spectate or join the game. If you join the game as a human, you actually are a pink t-rex. If you join as a dino, you are a normal looking raptor. So I am now in the process of melding into netPlayer a first person view capability so that the human can actually be a ..err.. human.

Then I am going to hook up the controls and movement for the players so that that is shared through the network as well as everything else. As it is it's only local, as I ripped out the code when I was having some issues from before. I am going to build it better this time, but it's already rather fun as when you spawn as a dinosaur, the camera is behind you, so actually feel like you are running around in a real game!

Monday, February 15, 2010

Decisions decisions

*splash* *breathe*
Okay, well, I've got the webserver now displaying a chat history box so that the website can perform full two way communication with the players in the game. I want to add CSS to the webserver so that it can look a lot better and more organized/user-friendly. Getting the ball rolling here is entirely reliant on a simple line or two, and as I've already given internal tags css ids, I kind of want to do that.

But I also have work to do cleaning up the entity transmission code: animations need to sync over the network too. I've fixed every glitch I've been having, but in the process of re-writing the code the 2nd time the players no longer transmit their positions, only the server transmits its! Kind of an important step hah. So that is also on my immediate to do list.

Third, I would like to add more UI elements to facilitate choosing and switching teams and spectating. Once this is in, it's a hop, skip, and a jump to having actual gameplay being possible. Anyway, this 'lil submarine is goin back down into the coding depths *plunge*

Saturday, February 13, 2010

Upperdates

Well, unfortunately I won't be doing much more work on at least one of my recent songs as after a little bit of work it seems to jig Live into only my right audio channel and if I barely touch the set Live just crashes and I have to wait a while so I can restart it. Soo, I am typing this. Networking is coming along great! I do wish it was coming along faster, but who doesn't. As well, it actually has come quite fast, because I got it all working manually already! But, I trashed that after getting an awesome response from the Unigine crew shedding a little more light on their networking system.

Long story short is that I was essentially going to be recreating some parts of what they've already done, so I decided it would be best to use theirs - after all, it will be the most likely candidate if there are somehow any engine-side speedups that can be taken advantage of (in the e-mail they mentioned increasing performance with networking) anyway. So, things have hit a few hitches. Nothing major really, just silly minor bugs - the kind that any really serious project requires attention to. Such as states being shared by the server somehow mismatching the server's actual memory, so that while even ON the server there are the right amount of players, anyone who joins gets anyone who hasn't joined. Most likely I have either missed a command, or something else, perhaps an assert or if-return is running before the right destruction procedure. So far though, the logs on both server and client's consoles read a-ok. It's possible it is a Unigine side problem, but this already spans a good 13-15 files already and it really could be split into more so I am not ruling out that it's my error somewhere. Looks like Live has stopped so I'm gonna play around with some music for a bit and get back to coding. :)

Thursday, February 4, 2010

Working Net

Just wrapped my head around how we are likely to be doing networking in Uningine. Still lots to ponder, will report back here - gonna let my brain rest for a bit hehe :D

Tuesday, February 2, 2010

Whoo pathing

Hooray! Got pathing functioning. Currently it just uses linear interpolation but we needed it without having to use the standard Uniengine pipeline of using 3ds Max. We are doing it so that we can place out nodes, or trace camera movement, in-engine, then replay that behavior on command. My code is in my personal testbed, as is Michael's in his, so tomorrow (read: later today) we are going to merge them.

Hopefully a pretty video will result once we have all this done. Also will be able to be used for cinematics, object motion, and many other such things!

(edit)
Welp, it's now 6 AM and I have stayed up FAAARRR too long!  BUT!  I created a server statistic/management page and successfully have communications from game to web and from web to game! Victory! Great success! *passes out*