Search Home Members Contacts
About Us
Products
Downloads
Community
Support
Pages: 1 2 3 [4] 5
  Print  
Author Topic: Beta Hermes Network Library Released  (Read 23440 times)
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #60 on: February 25, 2010, 03:46:28 PM »

Thx for reply Toaster Smiley

I have uploaded a new sample with some bugs fix, i will try to improve this sample, tomorow Smiley
Logged

Hope you understood my english.

Indealsoft
Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #61 on: February 25, 2010, 04:17:38 PM »

good tutorial Smiley
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
Logged

aiR Captains - RC aircraft project TV65
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #62 on: February 26, 2010, 02:31:34 AM »

I will do that today Smiley 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.
« Last Edit: February 26, 2010, 02:50:02 AM by Valcriss » Logged

Hope you understood my english.

Indealsoft
Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #63 on: February 26, 2010, 04:04:35 AM »

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 ?)
Logged

aiR Captains - RC aircraft project TV65
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #64 on: February 26, 2010, 05:24:54 AM »

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.
Logged

Hope you understood my english.

Indealsoft
Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #65 on: February 26, 2010, 06:40:05 AM »

i working on RC aircraft simulator, and in this game is move every frame Sad aircraft never stop, always flying, rotating, slow down etc...
Logged

aiR Captains - RC aircraft project TV65
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #66 on: February 26, 2010, 01:56:27 PM »

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.com

I 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.
« Last Edit: June 12, 2010, 07:50:17 AM by Valcriss » Logged

Hope you understood my english.

Indealsoft
Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #67 on: February 26, 2010, 03:50:47 PM »

thanks .. realy great and easy tutorial. now is all ok
Logged

aiR Captains - RC aircraft project TV65
Aki
Customers
Community Member
*****
Posts: 82


« Reply #68 on: February 27, 2010, 12:48:35 AM »

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 Sad 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.
Logged

Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #69 on: March 01, 2010, 04:49:10 AM »

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. Sad
Logged

aiR Captains - RC aircraft project TV65
Lenn
Customers
Community Member
*****
Posts: 876

+/-


« Reply #70 on: March 01, 2010, 10:50:49 AM »

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. Sad

You should use some kind of position prediction between packets of data, and interpolation. Wink Then it will look smooth with 3 updates per second.
Logged

TV3D 6.5 Community Docs - Read, use and please contribute!
Gamecode
Customers
Community Member
*****
Posts: 467


WWW
« Reply #71 on: March 01, 2010, 01:11:36 PM »

You should use some kind of position prediction between packets of data, and interpolation. Wink Then it will look smooth with 3 updates per second.

ok i try it Smiley
Logged

aiR Captains - RC aircraft project TV65
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #72 on: March 02, 2010, 06:37:14 AM »

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.
 Wink
Logged

Hope you understood my english.

Indealsoft
Taneas
Customers
Community Member
*****
Posts: 159


« Reply #73 on: March 05, 2010, 12:09:45 AM »

site seems broken :O
Logged

- Working as Intended -
- FTW Studios Lead Developer -
- www.ftw-studios.com -
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #74 on: March 05, 2010, 03:26:16 AM »

Still broken for you ?
Logged

Hope you understood my english.

Indealsoft
pagebt
Customers
Community Member
*****
Posts: 58


WWW
« Reply #75 on: March 05, 2010, 10:29:49 AM »

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'? Tongue
Logged
Lenn
Customers
Community Member
*****
Posts: 876

+/-


« Reply #76 on: March 05, 2010, 10:35:42 AM »

Site works here.
Logged

TV3D 6.5 Community Docs - Read, use and please contribute!
Taneas
Customers
Community Member
*****
Posts: 159


« Reply #77 on: March 06, 2010, 11:34:46 PM »

Works now Smiley
Logged

- Working as Intended -
- FTW Studios Lead Developer -
- www.ftw-studios.com -
Valcriss
Customers
Community Member
*****
Posts: 146


WWW
« Reply #78 on: March 08, 2010, 07:00:53 AM »

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'? Tongue

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
« Last Edit: June 12, 2010, 07:50:32 AM by Valcriss » Logged

Hope you understood my english.

Indealsoft
Toaster
Community Member
*
Posts: 378


WWW
« Reply #79 on: March 13, 2010, 03:12:21 PM »

Hey I have Hermes Networking the old old dll working pretty good in my game so far! Smiley 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#219689362520386466

Anyways 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
Logged

Visit my site at: Unknown Abstraction
Pages: 1 2 3 [4] 5
  Print  
 
Jump to:  

Powered by SMF 1.1.3 | SMF © 2006-2007, Simple Machines LLC
Seo4Smf v0.2 © Webmaster's Talks