Quote:
Originally Posted by SpongeBox
is this is possible with Java?..
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yea its is but to be honest i don't know why you would ... i have been messing with a game called minecraft with friends (garys mod but java and blocks basically)
java just stresses to hell cpus the likes of C++ or C# is a better choice for it but it is possible.
there was a popular conquer server Qonquer if i remember right which was actually ran off java and it was a pretty good server so you just really need to know what your doing with java.
i find C# a little more easier to bend to what i want it to do.
EDIT: just giving everyone a update ...
as for how the server is progressing .... today in the last hr or so i have worked on it i saw my biggest flaw which is what was causing alot of issues - walking, spawning etc
turns out one of the packets which i was just shoving in there to make the game run fully was actually the spawn packet and somehow i over looked that lol!
by the looks of things ill have spawning going in about 20 mins and walking appears to be working perfect now - eo has a very straight walking packet where instead of calculating a direction on the server it is already sent in the packet so i had to rework all my walking set up (was expecting a 1-8 var indicating walking left right up down diagonal etc but guess not ...)
still yet to work out an unknown value with walking but 99% of the time the server matches what the client sends with that packet so it seems as though its some sort of anti jump protection built into the client (will crash you if its not correct)
also just to let everyone know i am going to be putting ALL the packets structures on a website much like what has been done for conquer, anyone needing to know about the packets will be able to pull them off there which will aide anyone else in starting up there own project, say java for example :)
co packet wiki ->
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I don't see myself making anything this complex for starters but later on I may (complex being all the structs, enums etc on there - unless I copy my own there)
EDIT2:
well i managed to get spawning working almost perfectly now
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the npc is the default one on purpose, was npc id 1 so it has no option but to be like that same as any other server sending npc id 1 to client and client producing information from there
mobs in theory will work exactly the same but i am not adding those till later on.
npc chat also works (npc menus depending on what you wanna call it)
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as you see if there is no actions coded for the npc it will actually spit something out.
ild also like to mention this is about 50X faster than binary's
just on another note ... my binary server will be coming up very soon and one thing which i will be offering on there is being able to use your account on a copy of this source being as a test server (load testing etc) to a point i know exactly how this will handle - awesome except for the threads but that is because it has basic muti threading atm (new thread for each connection) i know some will say this is good but when you start talking 100 players it really makes sense to optimise a bit and drop them down
closer to the time of the release I will make everything a lot more clear and will also be mentioned in my server topic