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The lobby |
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.
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
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.
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
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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.
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