7/01/2009

More than 1 year of Ocean Horizons SourceForge project

It has been more than 1 year since I uploaded the worthless Ocean Horizons svn dump to Sourceforge project site.

I did make some major progress but the development is slowed down to a crawl now, for the retarded overcomplicated GUI system built on top of guichan and lack of GFX sprites.

I tried to learn blender to create simple ship models to make create ship sprites easier, but I find blender is just not for me, I find the interface utterly confusing and unusable, maybe it's just me too stupid to figure out their proper usage and functionalities, I followed the blender noob-to-pro guide carefully to create a simple model, but as soon as I apply the subsurf modifier to smoothe the model everything is messed up.

I guess I will forget about blender for now and stick to gimp for the sprites, hopefully the development will be back on track soon.

So Blizz confirmed removal of LAN gameplay in SC2..

Few days ago Blizzard confirmed the removal of LAN feature in SC2, their excuses were piracy and new battle.net services, but in my opinions the excuses are irrelevant. One of the reasons Blizzard's previous titles become very popular is LAN/Direct-IP-over-internet gameplay capacities most other games of the same genre doesn't offer, removing LAN/Direct-IP feature would be a shot in the foot. Battle.net is nice but it's definitely not for everyone, especially when you are geographically distant from one of the battle.net servers. A laggy as hell only multiplayer will hurt the sales and the fanbase for sure.

WoW has transformed Blizzard into a money hungry control freak, it's not the company that we used to know who did hear players' voices, now what they do daily is pretty much sending 48-hours Cease And Desist Legal-Threat Letters to their avid fans who is trying to create a mod or total conversion of Blizzard Title either in a standalone project or in other game, or an innocent individual who accidentally put a Blizzard's game file on a web server.

Probably one day we will be charged for infringement of their copyrighted trademark WoW when we say "WOW" in real-life(tm) heh.

11/04/2008

Implementing Multiplayer

At the moment I am plugging SDL_Net into Ocean Horizons, the newly added basic AI and movement states need to send/receive requests to/from server game in multiplayer game, there are also tons of things needed to be addressed in network/SDL_Net/server game in general:


Message Struct:
Ocean Horizons needs an universal serialized header format to identify a message's type, length and possibly a timestamp indicating the birth of such message in game time.


Serializing Game Objects over Network:
Generally sending a whole object over network is a big nono in most applications. However, in a game like Ocean Horizons, such thing is unavoidable. Probably I will just copy-paste the save to file serialization functions and replace FILE/OFSTREAM buffer with a char* buffer =D Reusable codes *cough*


Sending AI order/action changes events over Network:
AI Order/Action are the fundamentals of a simple "state-machine" AI used in pretty much every game genre, sometimes they are also referred as "Goals" in games have relatively higher level intelligence, e.g:FPS bots.
An Order/Action should be as simple and as small in size as possible, since they change alot in a game, and every object that has AI has at least 1 instance of both.
For example, when sending an attack-some-target order, you will need:
1.The attacker
2.The target
3.IF in range THEN attack ELSE move-to-attack
4.IF move-to-attack THEN get-target-position

The order 'ATTACK' is just an enum or constant that is probably only 1 byte if you have less than 255 order types(well if you have more than 255 order types, you fail at making a game =o), while the attacker and the target are probably multiple bytes objects, to minimize the network overhead you will need an unique id for every object in game, sending Unique Id(usually 4-8 bytes, depends on how you handle Unique Id and how many objects your game has) is much more efficient than serializing the 2 objects, both in time and in space.

In Server Client model Ocean Horizons will be using the overhead of Sending AI order/action will be significant on server, basically one AI order/action message will need to be send [number of players] times by the server, so having slim AI order/action messages will be critical.


Synchronization over Network:
Synchronization is a bit tricky in a game with tons of objects, if you synchronize all objects every few second, you will probably run out of bandwidth. Though if you don't synchronize them frequently enough, desynchronization will happen, which is bad because one or more players might be playing an entirely different game from others..
Server Client model should minimize desynchronization, but it does come at a price:the reduced responsiveness when you are issuing orders, executing commands as non-server player. Basically you have to do:

1.Someone needs to issue order 'move to X' for my ship with id 123
2.Send Request TYPE:SHIP_ORDER_MOVE SOURCE:123 TARGETX:0 TARGETY:0 to server
3.Server receives Request and Process, if it's a valid order then send granted Request to all connected players
4.The original Request Sender being one of the connected players, so he receives granted Request and his ship begins to move to X eventually..


In-game join:
To join in game you probably need to download the last server game save and synchronize with all server's game states. I think there is no other simple and efficient way to do this..


Handling Dropped Player/Player X has left:
The best way of doing this I have seen is openttd's: when one player drops/leaves his units/buildings remain intact but got taken over by AI, other player or the dropped/left player may join to regain control over his old assets later.

I typed too much again =/

9/29/2008

Pathfinding and Map Wrapping rants 2

I forgot that Planet Earth is a sphere...so the map wrap for Y coords is wrong, the intersection of equator and prime meridian divides meridian projection(tile map) into 4 "areas" like this:

Y Max
[NW][NE]
[SW][SE]
Y Min

So when your whatever moving object hits Y Max in [NW] area, your ship should reappear at [NE] area with Y Max minus 1..Hitting is Y Min in [SW] is similar except it's Y Min plus 1, also X coords is mirrored when your hit Y Max or Y Min:

X Min[NW][NE]X Max
X Min[SW][SE]X Max

Lets say we have a ship at X(100), Y(MAX-1) on 1000x1000 map(starting index 0):
[NW]'s X coords range would be 0-499
[NE]'s X coords range would be 500-999

When ship moves towards Y axis positively(north) by one, the ship reappears at X(999 - 100), Y(MAX-1)...It's very confusing, even on papers, in game the renderer needs to flip all tiles that have been "Y wrapped"(the "wrapped" tiles are on the other side of the sphere, so they are upside down and mirrored.It needs to draw from right to left and swap point 1,2 with 3,4 on quads...)

Though i will ignore this issue for now, since it's tolerable and in 1500's no ship could reach max Y(northpole) or min Y(southpole) intact... =o

9/12/2008

Site updated

Updated the site hosted by sourceforge.net site to a few table-layout html pages with contents ripped from forums, it's definitely better than the old good blank page with 2 links. =)

9/05/2008

Pathfinding and Map Wrapping rants

Okay, here is the rants about Pathfinding and Map Wrapping in Ocean Horizons,they are royal pains really, why? Let me explain:

Pathfinding on HUGE tiles map:
Initially I naively thought a decent pathfinding algorithm will solve the problem, so I ripped borrowed A* Array implementation codes from an excellent pathfinding example program called PathFinder2D, but soon I realized pathfinding on a HUGE tile map will be a CPU hog, not to mention the enormous overhead of memory used by PathPlanner to store tile information like block status, open/closed flag, terrain type and stuff.

I have to make a simple and stupid pathplanner that only plans next node to move towards, basically it loops through 8 directions and find the one that is closest to the destination, it sucks but works.Probably a last-node needs to be passed to that function to avoid lock between 2 tiles.

Additionally a navigation graph needs to be incorporated into pathfinding system, once the graph is contructed, the routes between nodes are trusted, which means there is no obstruction between 2 linked nodes in graph, so pathfinding is not needed when doing long distance traverse.

Map Wrapping:
What is Map Wrapping?You may wonder, Map Wrapping is wrapping the coords when reaching map edges, it's a must because planet Earth is not flat, at least in our game. So whenever the map reaches edges(MAX_WIDTH or MAX_HEIGHT), the map needs to be wrapped to X-0 Y-0 again, this sounds easy enough, but there is tons of stuff that need to take Map Wrapping into consideration:

When units move to a coordination that is larger than max x, max y, you will need to cap it.
When screen draws tiles x, y bigger than max x, max y, you will need to draw the wrapped ones.
Distance between tiles calculation must checkwhether the distance is greater than 1/2 of map height or width, because distance between X-1023 and X-1 is actually 2 on a 1024 width map, but you might get broken result 1023-1 if you don't..

Hopefully I will be able to resolve these headaches gracefully. =D

5/09/2008

Source available at sourceforge svn

You can check out the source code via sourceforge svn now:

https://projectoh.svn.sourceforge.net/svnroot/projectoh

Or browse my hacks magick via sourceforge viewvc:

Browse SVN

Currently it's far from playable,though I would like to make the development more transparent to others.