urumble.blogspot.com
Ukrainian Rumble 2: May 2006
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Multiplayer Vehicle Battles in a Destructible Environment. Saturday, May 13, 2006. Time to Refactor Messy Code. I decided to make a major, very major rewrite of the code class in URumble 2. Here is how it started, if you've coded something large enough, you probably already know the story. I will lay out my thoughts below. It was a discussion between a worker and a insulter (both parts played by me). Are events being sent to the server? Hmm, StopVehicleEvent is flouding the network. Well, not that one.
urumble.blogspot.com
Ukrainian Rumble 2: January 2006
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Multiplayer Vehicle Battles in a Destructible Environment. Monday, January 16, 2006. I have recently read the book titled "New Space Era and the Fall of NASA." It opened my eyes on many things and had altered my game idea. Ground vehicles are not the hype anymore. Flying ones are the way to go. Imagine an ion-thruster tank that can hover/fly low above the ground, and quickly decent on the enemy's location. Wednesday, January 04, 2006. Most of my development is done in KDevelop. Subscribe to: Posts (Atom).
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Ukrainian Rumble 2: Refactored Core Framework, Back to Network
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Multiplayer Vehicle Battles in a Destructible Environment. Saturday, October 28, 2006. Refactored Core Framework, Back to Network. After a very long pause, and hours of work and designing new component-based framework, the code is operational once more. I had disabled a lot of features, such as particle effects, and graphics optimizer, since I have designed how to integrate it into component framework. However, new framework is awesome, especially, new XML format for it. Subscribe to: Post Comments (Atom).
urumble.blogspot.com
Ukrainian Rumble 2: December 2006
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Multiplayer Vehicle Battles in a Destructible Environment. Sunday, December 17, 2006. Replicating Weapons and Damage. This replication is more involved than the movement replication I did previously. It involves firing a missile, homing in on the correct target, insuring unique missile id across the network, placing explosions in correct places once the missile hits, and replicating broken joints in physical simulation. Subscribe to: Posts (Atom). View my complete profile. Replicating Weapons and Damage.
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Ukrainian Rumble 2: December 2005
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Multiplayer Vehicle Battles in a Destructible Environment. Wednesday, December 07, 2005. Past unit testing to game play. However, I'm not writing only unit tests at this point, I'll still pushing forward with getting second demo done. Nothing major needs to be implemented at this point. There are a few minor and annoying things to be dealt with. Things like incorrect aiming when the tank tower is not horizontal, or hitting your own tank when launching a missile from the gun. Subscribe to: Posts (Atom).
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Ukrainian Rumble 2: A youtube video of a tech demo.
http://urumble.blogspot.com/2015/01/a-youtube-video-of-tech-demo.html
Multiplayer Vehicle Battles in a Destructible Environment. Tuesday, January 20, 2015. A youtube video of a tech demo. I have not worked on this project for a while but here is how it looks in a tech demo I once made:. Subscribe to: Post Comments (Atom). View my complete profile. A youtube video of a tech demo.
urumble.blogspot.com
Ukrainian Rumble 2: Child Steps across the Network
http://urumble.blogspot.com/2006/11/child-steps-across-network.html
Multiplayer Vehicle Battles in a Destructible Environment. Monday, November 13, 2006. Child Steps across the Network. After spending 25 hours of coding in just two days during weekend, I have developed first operational network events. Server is now operational. Clients can connect at any time. Once connected, they are sent appropriate Id for vehicle and robot for the new player, and those same Id's are sent to existing players. Thus, all players are now replicated. That would be the best gift I ever had.
urumble.blogspot.com
Ukrainian Rumble 2: January 2015
http://urumble.blogspot.com/2015_01_01_archive.html
Multiplayer Vehicle Battles in a Destructible Environment. Tuesday, January 20, 2015. A youtube video of a tech demo. I have not worked on this project for a while but here is how it looks in a tech demo I once made:. Subscribe to: Posts (Atom). View my complete profile. A youtube video of a tech demo.
urumble.blogspot.com
Ukrainian Rumble 2: Movement Replication Completed
http://urumble.blogspot.com/2006/11/movement-replication-completed.html
Multiplayer Vehicle Battles in a Destructible Environment. Saturday, November 25, 2006. The idea has proven to be good. Now, any time a vehicle moves (by player or by environment, etc.) the event of that movement is sent to the rest of the players. Those other clients receive a message, read where that vehicle must be, and let the robot handle the operation of the vehicle to achieve the desired position and rotation. Units far away from the last sent position, or the rotation is R. Is (1,5), where P.
urumble.blogspot.com
Ukrainian Rumble 2: March 2006
http://urumble.blogspot.com/2006_03_01_archive.html
Multiplayer Vehicle Battles in a Destructible Environment. Sunday, March 26, 2006. Missile controllers have been implemented to a certain degree. However, there is a bug, which causes them to improperly spin in the flight. It seems that spin is always around side axis (perpendicular to the target and lying in the plane parallel to the ground). There is a bug where deletion of a target is not handled properly. I think I'm closed to nailing that one, though. Migrated to OGRE 1.2RC1. Thursday, March 09, 2006.