Worklog for Duckstab[o]
RPG GAME PROJECT NONAME
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Basics are now implemented SERVER: 100% Data Transfer and Syncronisation application CLIENT: 3D client side application and data transfer application combined. Looking for a better testing setup thinking about building another pc from my spares to do network speed testing Currently have 1 SERVER and 3 CLIENTS running Each Client is rendering 100-150 fps but this is hard to judges as only one graphics card is having to render 3 times the normal data with 3 times the memory needed Running 1 Server 1 Client results in 800-1200 fps for basic testbed. Next is adding collision basics Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |
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Having strayed away from coding for a while due to work and stress ive
returned with vengance to free my mortal coil from the woes of slave
labour ...Ha hahahaaa aaa (cough cough).. All other attempts at an Rpg of sorts have been frozen to start with a nice blank canvas but the things ive learnt on the way are going to speed the Dev time ten fold. AX_SERVER The BackEnd for Multiplayer. Im Building the whole Engine Backwards to 1:Find the Limits,2:Find the Best Performance. Currently To Party with Six players One Pc Must be Host. The AX_SERVER runs SEPERATELY from the Client Applications and Contains the Data for Items/Equipment/Jobs/Mobs ect.. When Connecting to The Server you are ask to Create/Load a Character Which is also stored on the SERVER database Window 7 Home Premium Q6600 4*3.199Ghz Single Nvidia G260 768mb DDR3 (Soon to be two :) ) 780i XFX mobo 21 Viewsonic 16/10 4gb Ram 1.5tb harddrive My Game Space Home Page |