Search found 8 matches
- Sat Jul 17, 2010 5:33 am
- Forum: Beginners Help
- Topic: Segfaulting on createDevice()
- Replies: 1
- Views: 538
Solution
I found the solution. I noticed that in the stack trace, the last function call from the XCB library was coming back to my executable. I believe the problem had to do with one of my own function called 'connect' which was being called over the XCB one to connect to the X windowing system. I renamed ...
- Fri Jul 16, 2010 6:56 pm
- Forum: Beginners Help
- Topic: Segfaulting on createDevice()
- Replies: 1
- Views: 538
Segfaulting on createDevice()
I'm getting a strange segmentation fault on my createDevice() call. Can anyone help me figure out where the problem is? The application in question is a client-server (to be made a multiplayer game) application. I have two threads running. The first thread (networking) immediately sleeps until a lat...
- Sun Jul 26, 2009 5:53 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 3019
Thanks!
Thanks for both of your replies! The game I am building is basically something that students can play on the LAN at my school. I'm expecting numbers to be around 30-50 players. That's what I meant by small scale! Also, with 3D terrain, I don't see any other way except to run all the physics calculat...
- Sun Jul 26, 2009 12:13 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 3019
My method?
I would like all my physics and collision detection to take place on the server side. I think most probably I will run Irrlicht and Newton on the server and keep sending updates to the players. For simple rendering of the terrain on the client, I can use a textured version of the server terrain file...
- Fri Jul 24, 2009 10:05 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 3019
:P
A lot is there to be learnt from writing an MMO!
- Fri Jul 24, 2009 8:40 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 3019
Hmm
Thanks egrath! While that might work, I imagine it would take a lot of CPU cycles to loop through every point within a radius in all 3 dimensions. To add to that, it would have to be done for every single player and on every event that is generated by a player. It also does not address how to find o...
- Fri Jul 24, 2009 4:38 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 3019
Another small issue
Thanks for that information egrath! I'll take a look at the code! For now, for a quick prototype, I think I will render the maps into a single huge world on the server (using the NULL device of course) and do all the movements and physics in that world while sending updates to the users. This brings...
- Fri Jul 24, 2009 12:28 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 3019
MMORPG map format questions
I am trying to develop a small scale MMORPG and am having doubts about the map format to use for the levels. 1. While a tile map format is very easy to validate on the server side, the rendering on the client side is very "blocky" and not visually appealing. 2. A quake 3 map format for eac...