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What the Puck! - Networked air hockey game

Posted: Wed Aug 18, 2010 12:37 pm
by MrDeathNote
Hey guys, some of you may have seen some of my videos before, a while back I showed part of a university project that was in progress at the time. I said I would make a video showing more of it off when it was finished, but guess what, I completely forgot about it. Well I'm coming bakc to it now. I thought i'd tell you guys a bit about the project. It was developed in C# with XNA, the networking code was written in straight C# i.e. not using XNA Live. We had about a month and a half to develop it and to be brutally honest it would have went a lot quicker if the other three guys on the team contributed more code. Don't get me wrong, they did a lot of art and paper work but I did most of the code. Here's a short list to show the stuff I did:

-Collision detection
-Physics
-Player input
-Scoring
-Peer to peer connection
-Game server
-Game client
-Server login
-Server lobby

Pretty much the basic game and ALL network features. I'd like to hear what you guys think about it.


Re: What the Puck! - Networked air hockey game

Posted: Wed Aug 18, 2010 1:08 pm
by eatcomics
w00t sweet

Re: What the Puck! - Networked air hockey game

Posted: Wed Aug 18, 2010 1:19 pm
by dandymcgee
This project reminds me a lot of my final project for my Intro to Programming UNI class this spring. We made an arcade with four different games in C#/XNA. The four other members each made a game and I programmed all of the client/server/database stuff.
MrDeathNote wrote:I'd like to hear what you guys think about it.
I think you forgot a download link. 8-)

Re: What the Puck! - Networked air hockey game

Posted: Wed Aug 18, 2010 2:13 pm
by MrDeathNote
Thanks for the comments guys.
dandymcgee wrote: I think you forgot a download link. 8-)
I'll see about that :p, i'd prob have to tell the other guys about it first.

Re: What the Puck! - Networked air hockey game

Posted: Wed Aug 18, 2010 4:42 pm
by GroundUpEngine
Ahh sweet dude! 8-)

Re: What the Puck! - Networked air hockey game

Posted: Wed Aug 18, 2010 4:54 pm
by davidthefat
Image


:lol:

Re: What the Puck! - Networked air hockey game

Posted: Thu Aug 19, 2010 3:26 am
by X Abstract X
Nice dude, I'm always extremely impressed by networked applications.

Re: What the Puck! - Networked air hockey game

Posted: Thu Aug 19, 2010 4:01 am
by MrDeathNote
Cheers guys :)
davidthefat wrote:Image


:lol:
Lol :lol:

Re: What the Puck! - Networked air hockey game

Posted: Thu Aug 19, 2010 8:17 am
by trufun202
Wow dude, that network layer is SEXY! Be proud, my friend, that is some damn impressive work.

Just curious, are you serializing the entire gamestate and passing it back and forth, or just the game objects themselves?

Re: What the Puck! - Networked air hockey game

Posted: Thu Aug 19, 2010 8:58 am
by MrDeathNote
trufun202 wrote:Wow dude, that network layer is SEXY! Be proud, my friend, that is some damn impressive work.

Just curious, are you serializing the entire gamestate and passing it back and forth, or just the game objects themselves?
Thanks man, that means alot! Actually only certain values within the game objects are serialized so as to keep the amout of data transmitted to an absolute minimum. It would have been really network intensive to send the entire game object and would probably have lagged like a bitch lol.

Re: What the Puck! - Networked air hockey game

Posted: Thu Aug 19, 2010 9:32 am
by trufun202
MrDeathNote wrote:Actually only certain values within the game objects are serialized so as to keep the amout of data transmitted to an absolute minimum. It would have been really network intensive to send the entire game object and would probably have lagged like a bitch lol.
Sweet, that would be my approach as well. I had a teacher in college that swore by passing the entire gamestate back and forth, which I never understood... Maybe he was trying to keep things simple for the sake of learning. But yes, his demo game lagged like a bitch!

Re: What the Puck! - Networked air hockey game

Posted: Thu Aug 19, 2010 9:57 am
by MrDeathNote
trufun202 wrote:
MrDeathNote wrote:Actually only certain values within the game objects are serialized so as to keep the amout of data transmitted to an absolute minimum. It would have been really network intensive to send the entire game object and would probably have lagged like a bitch lol.
Sweet, that would be my approach as well. I had a teacher in college that swore by passing the entire gamestate back and forth, which I never understood... Maybe he was trying to keep things simple for the sake of learning. But yes, his demo game lagged like a bitch!
I'm not surprised, I really doubt the game would have even run if we sent the entire game state lol!