Archive for the 'English' Category

2008年06月04日

brianBucket Synchronization

A while ago a VRML 3d network game called MiMaze was released. What made it different from other network games was it’s fully distributed (p2p) network architecture.
Distributed architectures have advantages such as scalability, no central point of failure, and lower latency because there is no central server.
Since there is no central server in distributed […]…

2008年04月17日

brianArea of Interest Filter

Today I’m going show you one implementation for reducing network packets sent to and from the server and clients using an Area of Interest Filter.

2008年04月03日

brianLocal Perception Filters

Local Perception Filters
In this article I’m gonna go over a specialized method for reducing the visual artifacts caused by lag and latency. This method is called “Local Perception Filters”. The concept behind this method is to slow down or speed up time so the visual differences between networked computers are not noticable.

2008年03月18日

brianAsynchronous Multiplayer

Today, I want to take a break from coding and talk about asynchronous multiplayer games and what separates them from normal MMO games.

2008年02月27日

brianFlashing Your Chat Application Part 2

While writing up the second part of this article I thought that a straight port of the chat application would be a bit boring. I decided that I should try to add something closer to a real world application. Originally my new plan was to create a database which would store user information […]…

2008年02月07日

brianFlashing Your Chat Application Part 1

Hi everyone. Today we will be learning about Adobe Flash! A while ago Adobe released their Flex SDK to the public. The Flex SDK allows programmers to use the new ActionScript 3 (AS3) scripting language to build Flash version 9 applications. Since flash is cross platform and has a high rate of […]…

2008年01月16日

brianUser Input and State Updates

Happy New Year!
In this article we’re going to take a break from coding and cover processing state updates and user input over the network.

2007年12月18日

brianHello World Chat Part 2

Welcome back to the second part of my chat application. Since the last time I’ve slightly modified the code so the user can enter his own name, rather than having it generated automatically. Today we are going to finish up the rest of the server code and implement the client. You can […]…

2007年12月06日

brianHello World Chat Part 1

Hi!
In this article we will implement a simple chat app with input, user list and chatroom list. It’s a semi large project so I will split it into two parts. This article will cover most of the server-side code and the second part will cover the client-side code.

2007年11月21日

brianTest Server and Client

Hello,
Today we are going to go through a quick tutorial on using the OOO library I introduced in my last post. First, I’ll explain how to get the libraries, build them and run the test server and client. After that I’ll introduce some details about distributed objects which are the backbone […]…