0.0.1 Alpha

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Downloads: 181
Released: Jan 30, 2007
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Release Notes

This is example show the client/server approach for MMO games.

At the server side there are many objects. Server host is a whole game world and consolidate all events and calculate data in the game world. It could be a many clients connected to the game world through the server. But at certain moment of time client interacts only with a restricted set of game objects. Client doesn't need to know about all events in the world.
In this example you can see a set of bugs that are constantly moving. Server side physical model checks collisions of all game objects. When client is joining to the game server bind it to random bug and send information about this to the client side. Since this the client is begin to receiving information about all what's happened near this bug in area restricted for example of bug visibility radius. The main point is to provide filter of events that allow to connect to server a big amount of clients from one side and allow to client provide enough data for visualization that will made to believe that he is a part of this big game world.

Hot keys for demonstration

Press 'S' key to view whole game environment state
Press 'C' key to view only client’s view
Press 'A' key to add new client
Press 'R' key to remove client

Installation Requisites
Software
MS Visual Studio Express 2005
XNA Game Studio Express

Video Card that support DirectX 9.0

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