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MMORPG\FPS Development

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A group of people interested in development of FPS and MMO Games and related technologies. Programmers, Modelers, Mappers and other artists feel free to join.
http://www.xfire.com/clans/mmodevs/
Gameplay Hours
# Game Past 7 Days Total
1 Call of Duty 4: Modern Warfare Multiplayer Call of Duty 4: Modern Warfare Multiplayer 50 hours 1,380 hours
2 Day of Defeat 1.3 Day of Defeat 1.3 - 4 hours
3 PlanetSide PlanetSide - -
4 WarRock WarRock - < 1 hour
5 Eve Online Eve Online 56 hours 2,301 hours
6 Hidden: Source Hidden: Source - -
7 World of Warcraft World of Warcraft 87 hours 2,152 hours
8 Lineage II Lineage II 6 hours 254 hours
Overall Hours 201 hours 6,092 hours
Team News
AFX and Battle AI
I made the leap and bought AFX to checkout the coolness of this wonderful resource. Immediately i thought what cool this would be to use AFX to create weapon effects or even summoned weapons (http://www.youtube.com/watch?v=zLpLoLGdack&hl=en). That's when I found the cool AFXWeapon resource from Michael Perry, a good starting point and even has a stats class with it, shouldn't take long to mold this the way i want it. But first! How to go about actually handling the battles. Well spells are simple, just cast from a distance, but what about normal attacks.

I decided on implementing an AI method to control the player and target and bring them together to hash out the damage. Lets cheat here and use AFX's selectobj system and a spinoff from getAIMove. Strange, AFX's getSelectedObj() is NULL, how can that be?! I clearly have a player selected, there is netcode here to transfer the selected object, whats up?! Oh wait.. that's sending it server to client but the selection is client side. Weird!? Not a...
2008-07-16 6:30 PM PDT by =s5a= ダンニ (animelab)
View entry - views: 1567
Login, Skill Handler and AFX Demo
http://www.antihax.net/movies/SkillsLoginAFX.wmv

With the aid of the PGSQL Pooled database handler, I coded a simple login interface, player registration and selection interface and a nice little re-loadable skill table so modifications can be made live to the world.

Since this is a good opportunity, I figured i would show off the AFX technology at the same time. Beautiful.
2008-07-03 8:30 AM PDT by =s5a= ダンニ (animelab)
View entry - 1 comment - views: 720
Pooled PostgreSQL Interface for TGEA
Finally finished testing the PGSQL interface for TGEA. The unexpected twist, after two threads on a Quad core machine the throughput actually decreases. With two threads we managed to achieve 1700 queries per second to the database. Not to shabby.

Code:


function GameConnection::sendAvailablePlayers( %client )
&#123;
%db = PGSQLPool::getPool();
%db.Exec(%client, "onPlayerListCallback", "SELECT * FROM players WHERE uid = %x;", %client.uid);
&#125;

function GameConnection::onPlayerListCallback( %client, %r )
&#123;
commandToClient(%client, 'availablePlayers');
%db = PGSQLPool::getPool();
%num = %db.getNumRows(%r);
for (%i = 0; %i < %num; %i++)
&#123;
%pid = %db.getNamedValue(%r,%i,"pid");
%name = %db.getNamedValue(%r,%i,"name");
%class = %db.getNamedValue(%r,%i,"class");
%level = %db.getNamedValue(%r,%i,"level");
if (%pid)
commandToClient(%client, 'sendPlayer', %pid, %name, %class,...
2008-07-03 6:29 AM PDT by =s5a= ダンニ (animelab)
View entry - views: 106
 
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