SpaceCommand test, Multi-Screen, Multi-Player network game[video]
SpaceCommand test [video] I promised some of you that I would let you know this This is the first test of Multi-Screen feature on this Multi-Player network game After a few months of glitches and brain-farts, this is working This is basically one step above Multi-Player This allows you to interact with any player in this virtual world The virtual world is 8x screen wide on the C64 = 2560 pixels One of the biggest glitches I came across was using Broadcast packets. The problem slowed me down for a couple months. that's why it was only 90% done All of the network communication is done with UDP. I found out eventually, that you can't use a consumer grade network switch Because they don't let you provision the server to prevent loopbacks So the server was getting inundated with it's own broadcast packets. Almost as if there was a DDoS on the server. So much so, the network lag in the game from the Server to the Players, was as long as 2min - we had to time to believe it :) I still have another glitch with Players 6,7,8 The missile can only fly on 5 screens at the moment There's an issue with receiving packets on those players And there's some anomaly on the Y axis when the missile flies in each screen There's some jitter as if it's dropping the LSB bit somewhere. The player screens are small cause the screenshot extend over 2 monitors I'll have to make another video later with my tablet so I can zoom in closer I turned off the soundfx for now https://www.youtube.com/watch?v=mr1F8PMQd9I Dan
I promised some of you that I would let you know this This is the first test of Multi-Screen feature on this Multi-Player network game After a few months of glitches and brain-farts, this is working This is basically one step above Multi-Player This allows you to interact with any player in this virtual world The virtual world is 8x screen wide on the C64 = 2560 pixels
Very cool!
That. Is. COOL. -Dave On 04/25/2016 06:01 AM, Dan Roganti via vcf-midatlantic wrote:
SpaceCommand test [video] I promised some of you that I would let you know this This is the first test of Multi-Screen feature on this Multi-Player network game After a few months of glitches and brain-farts, this is working This is basically one step above Multi-Player This allows you to interact with any player in this virtual world The virtual world is 8x screen wide on the C64 = 2560 pixels
One of the biggest glitches I came across was using Broadcast packets. The problem slowed me down for a couple months. that's why it was only 90% done All of the network communication is done with UDP. I found out eventually, that you can't use a consumer grade network switch Because they don't let you provision the server to prevent loopbacks So the server was getting inundated with it's own broadcast packets. Almost as if there was a DDoS on the server. So much so, the network lag in the game from the Server to the Players, was as long as 2min - we had to time to believe it :)
I still have another glitch with Players 6,7,8 The missile can only fly on 5 screens at the moment There's an issue with receiving packets on those players And there's some anomaly on the Y axis when the missile flies in each screen There's some jitter as if it's dropping the LSB bit somewhere.
The player screens are small cause the screenshot extend over 2 monitors I'll have to make another video later with my tablet so I can zoom in closer I turned off the soundfx for now https://www.youtube.com/watch?v=mr1F8PMQd9I Dan
-- Dave McGuire, AK4HZ New Kensington, PA
On Mon, Apr 25, 2016 at 8:11 PM, Dave McGuire via vcf-midatlantic < vcf-midatlantic@lists.vintagecomputerfederation.org> wrote:
That. Is. COOL.
-Dave
​thanks, the next step is getting 8x player missiles flying in the virtual world And the collision detection for the virtual world wasn't added yet, This only runs on the local player screen at the moment. But I noticed I have to add some feedback in the packet data, so the player who launched the missile can know if he hit anything. Right now only the player who was targeted will see this. Under normal conditions, you wouldn't see the other screen that far down the table. Unless you get up from your chair each time, but that gets tiring :) Dan
participants (3)
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Dan Roganti -
Dave McGuire -
Ethan