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Real Time Multiplayer in HTML5

Real Time Multiplayer in HTML5
Multiplayer and browsers When you consider making multiplayer games, there are many methods available for creating a game that friends can play online. There is a good variety of multiplayer game types - take for example a card game you play synchronously with friends. Turns are made, information is exchanged in (semi) real time and the game progresses in discrete steps. Another example, Chess, can be asynchronous. Players take their time, contemplating possible actions and play their next move one week from now. Card games and Chess both usually require communication with a server and communication with the other players in order to work online. The trouble with these methods is the delay, posting a message and waiting for a response each time is just too slow. Luckily, in modern browsers we can take one step higher, and have a real time connection between a server and clients. The technologies that we have chosen and why Socket.io Node.js Canvas/HTML5 Getting into the gameplay Get the code

Ninja power: open-source HTML5 toolset aims to enable richer Web apps Modern HTML rendering engines and emerging standards make it possible to create a new class of rich experiences that could previously be achieved only with native development toolkits—but developers need better Web development frameworks and authoring tools in order to take advantage of the possibilities. Three new open-source software projects developed at Motorola Mobility hope to address the problem. We—Tim Statler, Zachary Cohen, and Kris Kowal—have had the pleasure of working on a new content creation tool called Ninja, a JavaScript development framework called Montage, and a testing automation tool called Screening. In this article, we will describe all three pieces of software, and we've included code examples to illustrate some of the functionality. The Ninja authoring tool is a Google Chrome app for designing keyframe-based animation with HTML5, including 3D scenes and vector graphics. Montage bridges the gap between developing native applications and Web sites. Workspace Layout

Building a Game Mainloop in JavaScript | Play My Code Blog HTML5 is being touted as the next technology for browser games, but even common and straight forward parts like a ‘mainloop’ can be difficult to write in JavaScript. This is a thorough explanation of how to go about writing your own, based upon our experiences of building Play My Code. Novice programmers please note: this article applies to JavaScript coding and not to coding using PMC, where we have solved this problem for you already. Why? Most games update in one of two ways. The first is to wait for input, like a mouse click, and then update or draw the game based on this. However most action games, such as a first-person shooters, have to repeatedly update and redraw multiples times a second as they normally contain elements which move and react independently to player input. while ( true ) { updateGame(); drawGame(); } This is often referred to as a game’s ‘mainloop’. Getting back to JavaScript var mainloop = function() { updateGame(); drawGame(); }; while ( true ) { mainloop(); }

Twin Flash Blog » La gestion mémoire en Actionscript 3 : La check-list anti memory-leaks Ces dernières semaines, je me suis repenché avec sérieux sur la gestion de la mémoire en Actionscript 3. Mon but était de créer une “check-list” que je pourrai ensuite utiliser dans tous mes projets. Voici le résultat de mes recherches. I – Fonctionnement du Garbage Collector Dans une application Actionscript 3, nous stockons obligatoirement des objets en mémoire. Un objet, cela peut être une image chargée, ou tout objet d’affichage, mais aussi une simple variable de type Array ou Number, voire même une classe instanciée. Le Garbage collector, ou “Ramasse Miettes”, est une tache de fond toujours active dans le FlashPlayer. Il faut insister sur l’aspect aléatoire et non contrôlé du Garbage Collector. 1-Sur quels critères le Garbage Collector détecte les objets éligibles à l’effacement mémoire ? La règle de base est la suivante : Un objet est éligible au ramasse miettes si le nombre de ses références dans l’application est égal à zéro. var myClip:MovieClip = new MovieClip(); i = null;

Javascript Game Development - The Game Loop · nokarma.org Javascript Game Development - The Game Loop One of the most important parts of a game engine is the so called “game loop”. It is the central piece of the game’s engine and is responsible for trying to balance running a game’s logic, and executing its drawing operations. A very basic game loop would look something like this in JavaScript (this does not work in Browsers!): var Game = { }; Game.draw = function() { ... draw entities here ... };Game.update = function() { ... run game logic here ... }; while (! Writing a game loop for execution in the browser is a tad more tricky than that. So we’ll have to try “emulating” a real loop, while giving back control to the browser after every drawing operation to not lock-up the interface. setInterval to the rescue! window.setInterval is exactly what we’re looking for. Game.fps = 50; Game.run = function() { Game.update(); Game.draw();}; // Start the game loopGame. Check out the example page for a game loop that uses setInterval. That’s it? Well, yeah.

Magic Land: Island – A Behind the Scenes Look A few months ago, we secretly began a collaborative project with Facebook that would later be leaked as ‘Project Spartan’. The project’s goal was to develop a mobile platform game that could work inside of a browser and, also, be embedded into the new iPhone and iPad applications from Facebook. The details we were given appeared quite vague but the gist of it was this: Develop a game that runs on mobile browsers. The tech of choice for developing mobile browser games is called HTML5. A new iteration of an established web page language that allows greater multimedia support but is still relatively untested on mobile devices. The project began with two people: a Product Manager and a Back-End Engineer. We created: Magic Land: Island. It looked like we might have a chance. Our first prototype exceeded expectations of what, we had thought, was technologically possible. We think that we’ve created a great game that shines in comparison to other titles on Facebook’s Mobile App Showcase.

Reliability and Flow Control - networking Introduction Hi, I’m Glenn Fiedler and welcome to the fourth article in my series Networking for Game Programmers In the previous article, we added our own concept of virtual connection on top of UDP. Now we’re going to add reliability, ordering and congestion avoidance to our virtual UDP connection. This is by far the most complicated aspect of low-level game networking so this is going to be a pretty intense article, so strap in and lets go! The Problem with TCP Those of you familiar with TCP know that it already has its own concept of connection, reliability-ordering and congestion avoidance, so why are we rewriting our own mini version of TCP on top of UDP? The issue is that multiplayer action games rely on a steady stream of packets sent at rates of 10 to 30 packets per second, and for the most part, the data contained is these packets is so time sensitive that only the most recent data is useful. The problem with TCP is that it abstracts data delivery as a reliable ordered stream. Acks

Getting real with Erlang: From the idea to a live system NetworkingOverview Search public documentation: NetworkingOverview 日本語訳中国翻译한국어 Interested in the Unreal Engine? Visit the Unreal Technology site. Looking for jobs and company info? Questions about support via UDN? Overview Multiplayer gaming is about shared reality: that all of the players feel they are in the same world, seeing from differing viewpoints the same events transpiring within that world. Implement Networking from the beginning! One important thing to realize is that if you plan to support networked multiplayer in your game, build it in and test it as you develop your game! Peer-to-Peer model In the beginning, there were peer-to-peer games like Doom and Duke Nukem. The advantage of this approach was simplicity. Lack of persistence. Client-Server model Next came the monolithic client-server architecture, pioneered by Quake, and later used by Ultima Online. Still, there were some disadvantages to this approach: Unreal networking architecture Basic concepts Goal Basic terminology The update loop Replication

1,000,000 daily users and no cache (Splash 2011) Gabriel Gambetta » Fast-paced multiplayer (part III): entity interpolation Part I - Part II - Part III - Part IV - Live Demo Introduction In the first article of the series, we introduced the concept of an authoritative server and its usefulness to prevent client cheats. The net result of these two articles is a set of concepts and techniques that allow a player to control an in-game character in a way that feels exactly like a single-player game, even when connected to an authoritative server through an internet connection with transmission delays. In this article, we’ll explore the consequences of having other player-controled characters connected to the same server. Server time step In the previous article, the behavior of the server we described was pretty simple – it read client inputs, updated the game state, and sent it back to the client. In this scenario, several clients may be sending inputs simultaneously, and at a fast pace (as fast as the player can issue commands, be it pressing arrow keys, moving the mouse or clicking the screen). Dead reckoning

Scrum & Kanban for Social Games How to send binary data between node.js and browser using websockets | Rezoner Sikorski Made that little doodle/logo for Ludum Dare 29 - I think every edition could use one. Also wallpaper versions if you wish: [1600x900] It took me a while to pick the right style for my planets. My #cyberpunkjam entry is out. If you feel lost watch this very exaplanatory Let’s Play video - Doodling art for Cyberpunk Game JAM 2014 I felt a bit lost with what I want to do with my game - so I bought a tablet and started to draw concepts - it really helps - Last 24 hours to get 1 + 4 of my games for pay what you want on Click the image or read the release note

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