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 ...
Search found 8 matches
- Sat Jul 17, 2010 5:33 am
- Forum: Beginners Help
- Topic: Segfaulting on createDevice()
- Replies: 1
- Views: 578
- Fri Jul 16, 2010 6:56 pm
- Forum: Beginners Help
- Topic: Segfaulting on createDevice()
- Replies: 1
- Views: 578
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 ...
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 ...
- Sun Jul 26, 2009 5:53 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 4264
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 ...
Also, with 3D terrain, I don't see any other way except to run all the physics ...
- Sun Jul 26, 2009 12:13 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 4264
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 ...
For simple rendering of the terrain on the client, I can use a textured version of the server terrain ...
- Fri Jul 24, 2009 10:05 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 4264
: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: 4264
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 ...
It also does not address how to find ...
- Fri Jul 24, 2009 4:38 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 4264
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 ...
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 ...
- Fri Jul 24, 2009 12:28 pm
- Forum: Advanced Help
- Topic: MMORPG map format questions
- Replies: 17
- Views: 4264
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 each map.
I ...
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 each map.
I ...