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Valcriss
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« Reply #60 on: February 25, 2010, 03:46:28 PM » |
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Thx for reply Toaster  I have uploaded a new sample with some bugs fix, i will try to improve this sample, tomorow 
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« Reply #61 on: February 25, 2010, 04:17:38 PM » |
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good tutorial  and something for vb.net ? :-D e.g. one form server, one form client , and send text from client to server,and responce from server to client ? simply , clean and easy :-D btw. HNL is realy good :-D
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aiR Captains - RC aircraft project TV65
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Valcriss
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« Reply #62 on: February 26, 2010, 02:31:34 AM » |
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I will do that today  in VB.NET Little information about the above sample : Every time a user press or release a keyboard key, that will move the player, the client send a little message with keycode, keystate, playerID. this message will be forwarded to the others players. (if the player stay running forward for 10 seconds, it will only send 2 messages (keypress, key released) Doing this is not enought, every second, the player will send complete information about him (position,rotation,linearspeed,rotationspeed). All the network code was generated with HermesADD, you can find the HermesADD project file on the zip (HNL_TV3D_Sample_1.had) This sample tooks me some hours to do, in most cases for Truevision things because i am easily lost on 3D geometry.... I will do another sample soon, with server controled position, on the first sample, we have to trust information send by the client, the only thing we can do server side, is to control, that the position of the player is not too far from the last position (speed hack) On the second sample that i will release, the player will send the keypress keyreleased information, but will receive speed information from the server. The server will also send every second, the server side position of the player. Still working on it, the network code is not complicated, but i will need some latency prediction/compensation class to prevent player to flicker from one position (player side position) to another position (server side position). I will release the "Genese" project, i used for my sample if someone interested.
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« Last Edit: February 26, 2010, 02:50:02 AM by Valcriss »
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« Reply #63 on: February 26, 2010, 04:04:35 AM » |
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sounds good.
but i download samples from your site,and in this tutorial is "only" server - client connect. i try send from client to server text, and back to client reply , but no succes :-D and no help, no "beginer how to" tips...
btw. is possible to send 20-30 per second player position,rotation,speed,status etc? or must create something like you in tutorial? (send only importnant player changes and destination pc must compute position,rotation for X players ?)
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Valcriss
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« Reply #64 on: February 26, 2010, 05:24:54 AM » |
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Theres a lack of beginner Stuff, i Will now work on adding documentation et samples.
I will release a VB.net chat sample right after work. (7pm Paris Time).
You send player informations 20-30 times per seconds if you want, i decided to send only situation changes to not overload the network. If you are planning to have only 8 players, i would be good.
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« Reply #65 on: February 26, 2010, 06:40:05 AM » |
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i working on RC aircraft simulator, and in this game is move every frame  aircraft never stop, always flying, rotating, slow down etc...
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Valcriss
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« Reply #66 on: February 26, 2010, 01:56:27 PM » |
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I dont know you can also send : RotationX changes,RotationY changes,RotationZ changes,Speed changes. Anyway, i have uploaded a VB simple chat sample : http://indealsoft.comI have also uploaded a new version of HermesADD thats fix the "int" error.(thx Toaster) I am planning to release a new version of HermesNet2 this week.
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« Last Edit: June 12, 2010, 07:50:17 AM by Valcriss »
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« Reply #67 on: February 26, 2010, 03:50:47 PM » |
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thanks .. realy great and easy tutorial. now is all ok
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Aki
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« Reply #68 on: February 27, 2010, 12:48:35 AM » |
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On the second sample that i will release, the player will send the keypress keyreleased information, but will receive speed information from the server. The server will also send every second, the server side position of the player. Still working on it, the network code is not complicated, but i will need some latency prediction/compensation class to prevent player to flicker from one position (player side position) to another position (server side position).
Looks very neat - some dead reckoning technique would be awesome! I'll definitely give this a shot once that sample comes out (a bit deep into Lidgren at the moment). i working on RC aircraft simulator, and in this game is move every frame  aircraft never stop, always flying, rotating, slow down etc... Packet frequency relates to a CHANGE in motion, motion itself should be controlled by the client. With aircraft you can probably get away with only 2 or 3 packets a second.
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« Reply #69 on: March 01, 2010, 04:49:10 AM » |
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but in flight simulator is change in every frame ... game is controling by mouse,and you have mouse in hand ... aircraft is climbing up/down/left/right ... if fly up slow, if down accelerate etc. 
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Lenn
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« Reply #70 on: March 01, 2010, 10:50:49 AM » |
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but in flight simulator is change in every frame ... game is controling by mouse,and you have mouse in hand ... aircraft is climbing up/down/left/right ... if fly up slow, if down accelerate etc.  You should use some kind of position prediction between packets of data, and interpolation.  Then it will look smooth with 3 updates per second.
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« Reply #71 on: March 01, 2010, 01:11:36 PM » |
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You should use some kind of position prediction between packets of data, and interpolation.  Then it will look smooth with 3 updates per second. ok i try it 
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Valcriss
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« Reply #72 on: March 02, 2010, 06:37:14 AM » |
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HermesNet have moved. As i need the indealsoft.com domain for my own business, i have moved hermesnet project to a subdomain, http://hermesnet.indealsoft.com , i have also made a new website more colored for hermesnet project. 
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Taneas
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« Reply #73 on: March 05, 2010, 12:09:45 AM » |
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site seems broken :O
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Valcriss
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« Reply #74 on: March 05, 2010, 03:26:16 AM » |
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Still broken for you ?
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pagebt
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« Reply #75 on: March 05, 2010, 10:29:49 AM » |
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It would probably be a good idea to edit your posts in this thread to update the new website URLs On another note, any updates coming soon? I'm having some fun with the library in VB.Net trying to create a LoginServer, ZoneServer(multiple), Client(multiple) movement/state arangement... Its not a simple task. Anyone with experience want to chime in with some 'Best Practices'? 
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Lenn
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« Reply #76 on: March 05, 2010, 10:35:42 AM » |
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Site works here.
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Taneas
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« Reply #77 on: March 06, 2010, 11:34:46 PM » |
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Works now 
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Valcriss
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« Reply #78 on: March 08, 2010, 07:00:53 AM » |
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It would probably be a good idea to edit your posts in this thread to update the new website URLs On another note, any updates coming soon? I'm having some fun with the library in VB.Net trying to create a LoginServer, ZoneServer(multiple), Client(multiple) movement/state arangement... Its not a simple task. Anyone with experience want to chime in with some 'Best Practices'?  I will edit older posts. There will be an update this week, with a better support of different size of messages. I will also start writing a FAQ and a little documentation for HermesNet and HermesNetADD. If you have any question about implementing HermesNet in your project, please post on the related forum http://indealsoft.com
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« Last Edit: June 12, 2010, 07:50:32 AM by Valcriss »
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Toaster
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« Reply #79 on: March 13, 2010, 03:12:21 PM » |
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Hey I have Hermes Networking the old old dll working pretty good in my game so far!  I even tested it across the internet and it works really well! You can check out a video of it in action here: http://unknownabstraction.blogspot.com/index.html#219689362520386466Anyways I'm thinking about switching to the new dll soon and I'm wonder how different is it from the older one I think I'm using two but before the UDP stuff was added. Anyways is there any reason to switch to the newer one if I only use TCP and or would UDP be better for an MMO?? If I remember correctly UDP isn't very good for an MMO? Anyways thanks for the help! -Toaster
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