[vcf-midatlantic] SpaceCommand test, Multi-Screen, Multi-Player network game[video]

Dave McGuire mcguire at neurotica.com
Mon Apr 25 20:11:10 EDT 2016


  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



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