Monday, June 3, 2013

Week 9

During this week, we worked on the game scene of Omega Race X and tried to get the networked queues to be sending back and forth through the use of the packet reader/writer from XNA. XNA was complaining about the player velocity not being able to read it as a Vector2 saying that it has reached the end of its stream. I am pretty confused to what that really means. Also there was another problem of trying to set up the player indexes for the client and the host. For the host, it looked to be fine as the Player One ship is assigned correctly, but for the client, it still assigned the Player One ship for the connected client. Data is being sent, but it is not being read correctly. I am confused to what this means. Hopefully, Ed will explain a lot more in his queue demo to get a better understanding of trying to assign the player indexes.

Monday, May 27, 2013

Week 8

During this week, my partner and I worked on creating the lobby for Omega Race. We were able to make a player profile to sign in, create a network session, and join a network session. Hopefully by tomorrow we are going to be able to make the connected clients be able to send a ready signal to the host to automatically launch the lobby into a game session.

The lobby

Sunday, May 19, 2013

Week 7

During this week, I worked on making Omega Race completely Data Driven using Interleaved Queues. Here is the stuff that I have completed in making the game completely Data Driven before re-factoring it to send those queues over the network wire.

5/16/2013

The Player class is now completely Data Driven with Sequence numbers to show what has been stored in the Interleaved Data Queue in OmegaRacegameX.cs
Player Queue
-Game Time
-Player Position
-Player Velocity
-Player Rotation
-Player Action
-Player Index
-Value

GameState Queue
-Source
-Time
-Type of Condition
-Player Index

5/17/2013

Scene State is now Completely Data Driven

Scene is ready to exit based on the change of Game State
Scene State Queue sends over:
-Sequence Number in the overall Inter Data Queue
-Game Time
-Source ie SCENE_STATE enum
-Type ie READY_TO_EXIT enum

Here is the sample output of the Interleaved Queue

I am also teaming up with a partner, and we are to hopefully create a workable lobby using the Network State Management  architecture example from Microsoft by the end of this week.

Monday, May 13, 2013

Week 6


I tried messing with creating the multiplayer lobby for Omega Race with very little success. I looked at the references that were given to us, but they seemed to be completely different at what I was trying to do with them. I guess I need to delve into them more as this week goes on. I am pretty much been swamped with a another video game project for a class as the Alpha build for the class is due pretty soon. Then looking at what to do with PA5, it would seem that I need to create the entire game to be Data Driven using specific queues for the objects in the game (i.e. players, missiles, bombs, game state, etc.). As I get off of working on my video game project for my other class, I will focus on this project more.

Sunday, May 5, 2013

Week 5

In this week, we worked in C# doing data driven data structures. We created a simple calculator, finite state machine, and an interleaved queue to process either of them at the same time.The assignment seemed to be difficult at first, but Ed walked us through how to do the Calculator class. It all went down hill from there as the other two classes seemed to follow the same formatting. Trying to format the printing of the output to match the sample output we were given was pretty tricky. When I did it, it sort of looked like the same output, but the print out of my Interleaved data seemed to be off. However, the printed output is the same. Next up is trying to do the final project. Trying to network an existing game. This looks like to be very challenging probably the most difficult project I have ever taken in my college career thus far. Hopefully, Ed will teach ways on trying to tackle down this project.

Friday, April 26, 2013

Week 4

This week we talked about the concept of Data Driven and a review of TCP/UDP. The assignment PA3 when dealing with programming using sockets was another challenge I had to overcome. I did socket programming before in CSC374, but that was using the library from Unix. However, the library was still the same when using the socket library for Windows called WinSock. The functions used in that library are still the same so it was not that hard to understand what was going on. The tutorials from the MSDN website and doing basic internet searches have helped me in trying to complete this assignment. The problem that gave me the most trouble was trying to send the data over to the server and sorting it.  I then realize I had to apply the stuff we did in PA2 (serialize/deserialize) to create packets and send them over to the server. PA4 looks like an even more difficult assignment, but the way Ed walked us through it made it seem not so hard after all. I look forwards to see what happens next.

Attention Houston, we have a connection.

Monday, April 22, 2013

Week 3

Just added the finishing touches to PA2 last week. All I did was just organize the code to be more readable and I also added comments as to what the code actually does. I consider it to be good practice that coders should comment their code. It would make it easier to hunt down that bastard programmer as to finding out the problems with that piece of code as in the words of my earlier computer programming professors. In the end, that was all that I did during week three. I am sort of pumped to do the socket programming homework.