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November 10 Nice tech talkI like these video feeds, the two ladies are really cool on delivering news. Kathleen Sander on XNA Community Games with Xbox Live Major Nelson and Allison Klein on PDC2008 talking about Direct3D in Windows 7. Kathleen Sander | XNA Community Game with Major Nelson VIEW Allison Klein | Windows 7: Unlocking the GPU with Direct3D VIEW July 26 Great news about making money with XNA community games!You’ve played Xbox 360 games with the millions of gamers on Xbox LIVE. You’ve chatted, shared,
and dominated in games of all kinds. But what if those millions could be playing your game?
Better still – what if you were getting paid for it? ...
:::
The announcement of Xbox LIVE Community Games, launching later this year, opens up a whole
new avenue of game development. Naturally, we have some questions, so we took them to Albert Ho,
roup Program Manager of the XNA Community Team. Albert answers our questions about making
games and making money with Xbox LIVE Community Games. ...
:::
July 01 Proejct-Z CommunicatorAside from work and playing on-line games, I've been busy lately working
on my communicator a pure managed network library, which is a very broad
topic to discuss and involved large codebase, creating new and separate live
space specifically focus in computer networking most particularly in games
would be cool thing to do.
So, here's my other live space for Proejct-Z Communicator.
June 08 DREAMBUILDPLAY 2008 CHALLENGECheck it out - The DBP 2008 Contest has been finally announced! READ : http://www.dreambuildplay.com It's very unfortunate for me. I just bought a brand new laptop today and Windows Vista, just before I've read the news that DBP 2.0 contest will be for XBOX 360 platform only. I should have bought an XBOX360 than my new lappy, LOL still got enought cash for me to buy an XBOX360 to compete again. May 18 XNA Creators Club will be shut down!Yes that's true
club's New Site. Frankly, this is one of the most active game development forum today, it has been very active and served as a great portal if you are interested in creating games, where forum members can really help you get started with your game project and even the XNA team themself are very active at the forum explaining some XNA issues not only with the XNA framework itself but from giving us some tips and tricks in the whole process of game development, oh yeah, and reading their blogs won't bore you either READ MORE...
April 30 Deploying and debugging XNA GAMES for ZUNEMore awesome stuff with XNA framework about how easy it is to deploy XNA game project to ZUNE and directly debugging your game using Microsoft Visual Studio. This is really cool it gives us a chance to port our game or to create a new one and play it into a handheld device WATCH : http://channel9.msdn.com/ShowPost.aspx?PostID=400948 . February 25 XNA 2.0 not supported in Visual Studio 2008.Wondering why XNA 2.0 isn't supported in Visual Studio 2008 ? The answer is not XNA 2.0 but on XNA 3.0 ::: Q: Will XNA Game Studio 3.0 work with Visual Studio 2008? A: Yes, XNA Game Studio 3.0 will only work with Visual Studio 2008 and Express 2008 SKUs. Taken from January 05 Z-GDK Communicator : Current features so far:Yes, so far this is the current features of Project-Z GDK Network support:
*. Easy to use and implement Lot's of to do list
January 03 Multiple XNA apps framerates syncronization.
When my XNA application is inactive or when I'm draggin it or clicked ::: This is not good if your testing or simulating a network logic on a ::: For me to make this feasible, the three application should be running ::: //To make the application running on it's full or specified speed even //Now to make the three application running at 60 frames per second ::: That's it, I can now continue to test my network library on a single
December 24 Linking Up StuffI haven't checked any of XNA Team blog lately, surprisingly Shawn Hargreaves Blog has a
lot of recent posts regarding networking it contains very usefull information for implementing
a multiplayer game and I was certainly educated from reading it. So far Shawn tackles the following:
Network Latency Network packet loss Packet headers Network bandwith Network bandwith voice Network compression December 13 XNA 2.0 Released!Yes! this is cool! XNA 2.0 is here and available for download. Read more from XNA TEAM BLOG
November 29 MY NETWORK DATA FLOW DIAGRAMI've been spending too much time on computer playing multi-player and on-lines games, that's my life
after work, Lol and of course this project. I recently played Tales of the Pirates but after I'm bored with
it I'm now playing RF On-Line Episode 2 Pioneers of Novus and I'm still on Lvl 40+
playing computer games alone on a PC isn't very exciting. Most of PC today has a built-in Ethernet
adaptor or Lan card and with the advances in internet servicing, on-line or multi-player games are
becoming more abundant than standalone or a single player games. Hardcore player's are very
much aware of this
nice addition to my game engine.
:::
XNA team did a great job on the networking features of XNA GSE. if you plan to develop
a multiplayer games over Xbox/Windows LIVE, XNA 2.0 networking features and it's
functionality will suffice your needs, specially it's sending features which enable you to
have an option to send your data InOrder, Reliable and ReliableInOrder or None. The LIVE
subscription is not bad at all, it gives you a unique GamerTag ID to play games and access
the Live services such as game statistic and other downloads and now you can even host
your games LIVE!. The infrastructure of a secure game hosting services can really cost a
thousand to million bucks to maintain and Microsoft allow us use it thru a subscription
plan, which is really cool in my honest opinion.
:::
Now, how about the lan features, sure I can use the System link features to create a lanable games
and use their GUIDE features
application and XnaLiveProxy.exe which I think where the network simulation do the processing and
I cannot lunch multiple instance of my game application on a single PC. Ok, for educational purposes,
I believe I need to continue the development of my own networking support to my project.
::: The PC's communication interface are too many and it's too complex, there are lot's of communication
interface option to use to write a multiplayer game, we'll there's still some old multiplayer games that
only support IPX/SPX or modem communication serial port, and now we already have an infrared and
bluetooth for wireless communication interface, Etc.. Etc.. Heh, I even try to create linked up games before using a modem serial port. Well, writing your own serial port network library from scratch isn't
easy dealing with all those Buffer Register like UART,THR,RBR and IER will surely blow your mind.
and Unfortunately, I don't have the time to learn all those PC's communication interface and I'm not in the mood to do some low level network coding thingy and stuff like that or even study network theory
just to add a multiplayer support to my engine.
:::
Rather, I would like to concentrate more on the aspect of network messaging design specifically for a
multiplayer video game application by using Etheret communication interface and .NET framework
networking support is my choice, at least for now
included from other network library are mostly already available in .NET framework we'll since this is just my first attempt in writing my own network service in managed code, let's see how far I can go
:::
Sure, googling this topic will pop-up hundreds of information regarding this topic, I can find lots of
discussions and articles on whether to use TPC/IP or UDP or even asynchronous or threaded approach.
but I can barely find a good articles on managing network message within a game application, heh,
maybe I'm just too lazy to search more. Aryt, whether async or threaded approach a game logic flow
synchronization is difficult to design, I think a poorly design can lead to inconsistent flow, data loss or
logic strange behavior. Imagine, three threads are accessing a single game resource such as list at the same time two of them is adding new player to list and the other thread is deleting from a list, well this
kind of scenarios is just one of the thing that needs to consider.
:::
Ah yes, I still remember when I wrote a simple chat console application in C++ when I'm still using a
dial-up connection and it gives a static address where peer to peer remote connection is not a problem
at that time, and we use my application to some sort of private communication. But now I'm
using DSL connection and my Modem/Router NAT box services just gives me a dynamic address and I need to pay some extra bucks to have my own on static address. Well, I will choose to pay
the extra charge for my own static address, rather than spending lots of time creating my own NAT
punching, crunching, munching and NAT holing
need do some research regarding this matter.
:::
The cool thing while I was working on my network support, It forces me to create a debugger
and logger tools to monitor any throwned system error messages and even watch a specific values or log some event on whats happening from the background while the program is running.
I will post a blog regarding this maybe next time. Since it's a form base the only burden I
encountered while working with it is that a thread cannot access the resources from a form
if it's not created within the thread, but I already find a solution for that. Any thread can now
throw an error messages or log events to my form base system debugger and logger tools.
:::
My network support, How easy I want it to be? I'm planning to implement a no receiving
approach from the port I'm listening, rather a game logic just need to scan the Z.Network.Messenger if there's a new message throwned by the system. The messages in Z.Network.Messenger is process internally so I don't need to implement any receiving routine in my game logic, I just need to know what is the message type and do the appropriate action for that type
and process the data that comes with the message. There are three main method to use
in Z.Network, the host which contains methods specifically for hosting a game, the client
contains only methods specifically for a client and the Messenger which holds the actual
informative message data cued by the engine base on network events internally.
Z.Network.Host
Z.Network.Client Z.Network.Messenger :::
Here's my initial draft for my Network Data Flow Diagram : Actual Size
:::
Screenshot of my early net game test, it includes chat support a host player and client player running on a single PC :)).
EDIT : 03/12/2009 : Hmmm... most of my visitors are looking into MY NETWORK DATA FLOW DIAGRAM, to those interested in my C# Network library project, please go to my other live spaces, specifically for my network game library project under managed code, check this link http://dexterz.spaces.live.com/
November 21 XNA Game Studio 2.0 (Beta)Whoa... XNA Game Studio 2.0 (Beta) is now available for download. Cool! it also comes with a new game content named Net Rumble Starter Kit (Beta) showcasing the new multiplayer features in XNA Game Studio 2.0. Downloading.... ::: Read more : http://creators.xna.com/beta/betahome.aspx November 20 XNA Framework Networking and LIVE RequirementsI haven't been in the right mood to post some good stuff in here for the month of October maybe because of my work or because of the October festival where free beers are pouring everywhere :)). ::: Well theres a news for XNA V2.0 networking features, if you want to take a look at the common things you can do with it, check the link below : XNA Framework Networking and LIVE Requirements ::: While I'm waiting for XNA V2.0 linking-up features, Maybe my next post will be the progress and some of the early features of my own networking service for PC using .NET Socket, if "I want to create a game that uses networking between two of my Windows-based computers." and if "I want to create a game that uses networking between my Windows-based computer and my friend’s Windows-based computer." of course detailing it without the subscription jargons thingy September 01 SHMUP Tech DemoAfter a tiring months but fun finishing my DBP entry, I was also planning to be an entrant
to SHMUP-DEV Competition 2k7 Round 2. Unforetunately, I did not even come close attempting to register my entry, due to lack of time to complete my SHMUP tech demo. As always, my real work gets into the way. In any case, I will still continue this project as an additional Tech Demo of Project-Z GDK. I'll post
some video feeds maybe later, of what I have so far. August 16 Skybox using only 2 Primitives, 1 Texture and Vertex Position only.
Watch : Clicky
August 15 XNA 2.0 Networking features.. Whoa.... I can't wait for XNA 2.0, It's networking features are really awesome. . Features * Matchmaking * LIVE and System Link * Session Management * Simple to create and discover * Management of players and game flow * Easy messaging * Voice is automatically supported * Built in latency and packet loss simulation * Focus for docs and educational content Creating a Networked Game * Creating a session * Finding and joining a session * Managing the players * Moving from lobby to game play * Sending and receiving data * Ending the Game Creating a session * A session is made up of the players in the game and an optional set of attributes. * Supports system link or Xbox LIVE * A session has ahost player who owns the session * Host does not imply a game server or authority * There are no network topologies implied ( client/server, peer-to-peer, or hybrid) * Session can have attributes to aid in filtering * Can support join in progress * Can support Host migration READ MORE from Ziggyware August 04 Dream Build Play FinalistFinally it's announced! Kudos to all the finalist of XNA Dream Build Play, as well to all those who participated and submited their entry. From the looks of all
who made it to the final round, my entry really wouln't have a chance
DBP list of 20 finalist : http://www.dreambuildplay.com/main/default.aspx
July 31 The latest August DirectX SDK release: it’s worth downloadingThe latest August DirectX SDK release: it’s worth downloading, IMHO. After waiting
for @ least 3 Hrs and finally installed the 466MB setup application. Most of my games run faster than before. I think even samples binary application from this SDK run faster than the previous release, though I have no idea if others also noticed it, or it is just me =)). I believe this is a cool DirectX SDK collection, since this is the last release of the DirectX SDK that will contain some of the earlier DirectX stuff with
Direct3D8 and DirectInput7 all of the earlier versions including Managed
DirectX samples and documentation
Read more :
July 15 Creator of Atari Low-Level Game RoutinesThis is something cool!
If you hang-up in any of XNA community portal for sure you already know Shawn Hargreaves, from the XNA framework team. Though I never use allegro before, but a lot of poeple are still
using it, up until now.
Allegro History from wikipedia:
Initially standing for "Atari Low-Level Game Routines" [1], Allegro was originally created by
Shawn Hargreaves for the Atari ST in the early 1990s. However, Shawn abandoned the Atari
version as he realized the platform was dying, and reimplemented his work for the Borland C++
and DJGPP compilers in 1995. Support for Borland C++ was dropped in version 2.0, and DJGPP
was the only supported compiler. As DJGPP was a DOS compiler, all games which used Allegro
therefore used DOS. Around 1998, Allegro branched out into several versions. A port to Microsoft
Windows, WinAllegro, was created, and also during this time, a Unix port of Allegro, XwinAllegro,
was created. These various ports were brought together during the Allegro 3.9 WIP versions, with
Allegro 4.0 being the first stable version of Allegro to support multiple platforms.
The current version of Allegro supports Unix (Linux, FreeBSD, Irix, Solaris, Darwin), Windows (MSVC, MinGW, Cygwin, Borland C++), BeOS, QNX, Mac OS X, and DOS (DJGPP, Watcom). Shawn Hargreaves is no longer involved with Allegro. |
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