Java 3D Game Development 61: Networking

preview_player
Показать описание
3D Opengl Game development log videos with commentary about my indie Java RPG game.

Lots of networking and multiplayer work this week, in preparation for PvP which is coming soon!

INFO ABOUT TUTORIALS:
Unfortunately, as I mentioned in the video,I haven't had a chance to make a tutorial video this week. The next couple of weeks don't look that good either, as I'm away next weekend and the weekend after so I'll have less work time than usual during the weeks, and programming this game has to take priority. I'll do my best to get a new tutorial out soon, but it may not be possible for me to get one done in the next few weeks.
I'm very sorry about that, but after the next few busy weeks are over I'll definitely get back to the usual schedule :)

The Team:

Christopher Jubell: Mage Attack Animation, Chicken animations, Turtle animations, Skeleton, Giant Spider, Weapon & Tent market stalls, Shadow Battle Axe, Spirit Power Staff, Mellee Helmets, wooden bridge, Church, all house models, training dummies, city walls, city gate, round city towers, shadow trident, Log Pile, Shadow Horned Helmet

marCOmics: New Armour Set, Tribal War bow, present pile, camp fire, Shadow Power Staff, Light Staff, Animal Skeleton

Itay Almog: Medium Desert House, Most weapon textures & icons, small lamp texture, pot market stall texture, darker market stall texture, small mushrooms texture, tribal long sword icon

Jacob Brewer: Shadow Lesser Staff, Holy Lesser Staff, Ancient Lesser Staff

Erik Quick: Wizard hat, rustic bench, standard armour, Great Sword, Combat Icons, Overhanging House, shadow armour, Ancient Long Sword, Holy Long Sword, New Fence, Tavern(!), Palm Tree, Shadow 2H, Hatchet in Stump, Shadow Horned Helmet, Desert Hut, Dead Tree

Richard Weug: Sickle, Trident, Aether bow, ancient war hammer, holy short sword, Sai, Wand, Turtle model

Code Magnet: Ancient Short Bow, Wooden Cart, fire lamp, guard tower, Fancy Lamp, Spirit Zweihaender, Chicken model

Itay Almog: Medium Desert House, Most weapon textures & icons, small lamp texture, pot market stall texture, darker market stall texture, small mushrooms texture, tribal long sword icon

Joko: Water Well, Pots Market Stall, darker market stall, warhammer, small lamp, small mushrooms, Cacti, Ball Lamp, Greater Bow, New Bench

Alexander Schulte: Small Bush
Jack Theakstone: Ancient B.Axe, Ancient Dagger
Andrew Knowles: Ancient Short Sword, Ancient 2H
Ricardo: Wooden Crate
Rob: Wooden Barrel, snowman, second Xmas tree
Stiles3D: Xmas tree
Josh "Shadow" Monson: Various sound effects
Aleksander Długosz: Spirit Short Sword, Tribal Spear
Niklavs: Headwear Shop Icon
Nicolas: Waterfall sound fx (not yet shown)
Simeon Heinze: Candy Cane
Titas Vaitkunas: The loud thunder clap!
Teddy C: crossbow (not yet shown)
BonJoniLP: 2H sword (not yet shown)
Tadej Gasparovic: Texture and settings for fire lamp entity, Palm tree collision box
Reza Zaman: Shadow Long Sword

Music:

Licensed under Creative Commons: By Attribution 3.0

End of video music- Kai Engel, "Waking Stars":
Рекомендации по теме
Комментарии
Автор

4:10 looks like a really nice desktop background

TheComputadude
Автор

I find every devlog interesting I don't need flashy magic spells and comets to appeal to me. If you made a devlog about how you changed the comments in your code to another language I'd still be infatuated with the video.

jasonjepson
Автор

This was indeed interesting to some degree, just seeing that the game is evolving by the week is enough to bring a smile to me, I've always wanted to see a game of this magnitude grow from nothing. 
Off topic: I love how you kind of put sad music at the end when bringing the sad news x'D 
Keep up the good work mate! :) Looking forward to next friday ^^

soulextracter
Автор

Thanks for a great series. It would be very interesting to hear more about how you are doing the actual network sync. For example: Are the network sync system tightly tied to your component architecture? Which message types do you have? Are you doing any delta calculation to reduce redundant data flow? How do you do ack'ing? Congestion control, etc. Whatever you feel like talking about :)

razdaman
Автор

At first i subscribed just for your awesome tutorial series.. But now that im involved with socuwan and i see your project evolving week for week, i care more about the dev logs then the tutorials.. :'D

Of course i enjoy them still the same.. :)

rcookie
Автор

All this in java and openGL, this is so cool

OddStare
Автор

Hi [TM]. Im getting to know about networked game. Can you give me some books or sources of information about network architecture or some basic idea to accomplish this? Thanks.

nameno
Автор

Hey ThinMatrix, So I have been learning about animations and found out that you obviously need to change data in the VAO or not use the VAO for rendering or have animation data inside the VAO (if possible).  Do you know which way is the best.  I assume changing data inside the VAO would be very intensive for the GPU. Thanks!

guy
Автор

Can you please make a LWJGL /OpenGL Tutorial on how to our game multiplayer. I am finding ways but I cannot do it. There is nothing online that is helping me. Please help.

NigelGamingMC
Автор

Good job, graphics look good, especially the characters. - X

robertgladding
Автор

You're doing great bro, its everything Runescape should have been. Keep it interesting.

lesterknome
Автор

can you plz tell us how did you make plz plz plz plz pzl

someone
Автор

I still thought it was exciting! Keep up the good work, don't worry so much about the tutorials - I know a lot of people love them and that might even be how they came to your channel, but I see them as a side thing for you, not as something that should have any sort of priority. Although, I do understand the pressure to do them for your audience

ShaneRob
Автор

Don't worry about missing the tutorial, the game is more important. I did have a question though. I tried to implement anti-aliasing into my game with this:
Display.create(new PixelFormat().withSamples(4), attribs);
but for some reason this makes it stop rendering the skybox. Also, many of the entities are not rendered properly. Any advice?

ryanclark
Автор

hey thin, on a note unrelated to this video, do you have any sources for a skinning equation on collada files, ive gotten the collada loader to the point were it can do full jointless animations but cant find anything on the skinning format on google

MarkABorkowski
Автор

I could tell you a joke about UDP, but I think you won't get it...
btw, can you please tell me where can I find info about network programming? It seems complicated with all that sync, prediction and error correction stuff and it's difficult to get around without a guidance. I thought quake 3 netcode might be worth taking a look, but I'm not sure.

SeriousAlexej
Автор

I want to know what game engine do you use and I really want you to teach me to make this kind of game
Thank you :)

mraries
Автор

Hello ThinMatrix,
I only want to know whether you use IO- or NIO-Streams to communicate with Clients/Servers ...

With friendly regards
DasIstSparta3

DasIstSparta
Автор

I don't care about the tutorial because I've been playing around with the easy stuff and can wait a few weeks. Been trying to get some sort of multiplayer working with a book i have of it. Do you know any sites or books that specialize in OpenGL multiplayer?

theepicguyz
Автор

When this is finished will it be released on a website or something because I REALLY want to play it :-)

jamesgreenwood