I am relaunching the client and server. Please notify me if you find any issues regarding networking performance (rubber-banding, player twitching, etc.) as I haven't had a chance to test these changes remotely.
I did some trials last week and noticed various problems. Some causing some server threads to crash (they were isolated to individual users.)
I also located some networking performance errors. In response to these issues, I have increased the frequency at which snapshots are dispatched from the server. Surprisingly, this had a small impact effect on output compression ratio (from 50% to 60%)
You can view the summary of the networking performance here:
In conclusion (if you find any errors in these calculations, please contact me) - note some values were 'toyed' with to give more realistic predictions:
Data Dispatched (per user)
Total (Kb) 110.918 Time (s) 25.688 Average Compression Ratio (%) 63.6927951924051 Datarate(kb/s) 4.31789162254749
Server:
Upload Rate (kb/s): 256 Max Users: 59.2881948827061
Thanks for the response Ryan. I have had a couple issues with deploying this application. I believe that error you experienced is due to a misunderstanding on my part regarding the Launchj4 configuration. I have update the download link with a solution, give that a try.
I have also removed some world entities since I started to notice poor networking performance.
So I didn't launch the server into complete disaster, I isolated the test with a few friends, here are some bugs I found & notes I made:
- Use a tile selection indicator to remove confusion - Dialog to give intro\tutorial - Targeting too recent of a JRE, most potential players lag behind - Move chat dialog to top right - Chat input not working sometimes? - Server disassociates all players - Client doesn't recover from disassociation - Mouse drag != click, it should - Remove deassignment in ServerCharacter! Just there to hack out a release.
So I'll be fixing those first before I go more public with the release.
Because I am now a student at school, and also because transistors suck and their a huge pain in the ass to study for and I wish they were never created, I have less time to work on this project unless it is over the weekends (where I binge code) I hope to have everything ready for this upcoming weekend.
Unfortunately I have just discovered that the rendering performance issues seem to be occuring on the school computers - which all have the same on-board Intel graphics device. I have discovered that this is because Java uses OpenGl if possible and falls-back to DirectX only if it needs to. However, the Intel chipset I am testing on in particular I know to have incredibly poor performance with OpenGL, so I'll have to find some way to force Java2D to have a preference for DirectX.
As a Microsoft user, I have never been fond of OpenGL, it never works well on any of my computers... I think it is infamous for poor driver support unfortunately...
It should work find with AMD Graphics Devices though (I develop on a computer with an AMD graphics device which is why it went unnoticed for such a long period of time.)
@Vk depends on your definition of art.
Hmm... Blender isn't starting up. It says something line "blender.exe is not a valid win32 image"
I have installed python and configured my PATH environment variables and my PYTHONPATH variable as well. Google seems to be no help at all.
The following will be finished shortly:
- Adding support for OGG media formats, which will reduce the distribution size significantly
- Adding interface to lighting & particle subsystem via scripts (allowing for things such as torches etc...)
- Writing a pre-loader for the applet distribution of the client.
@Julius, sometime tomrrow I'll find time to give these a try.
Thanks for all the input to all who posted here :)
I am relaunching the client and server. Please notify me if you find any issues regarding networking performance (rubber-banding, player twitching, etc.) as I haven't had a chance to test these changes remotely.
Thanks.
Download:
http://gamejolt.com/games/rpg/jevaengine-underground-online/16225/
I did some trials last week and noticed various problems. Some causing some server threads to crash (they were isolated to individual users.)
I also located some networking performance errors. In response to these issues, I have increased the frequency at which snapshots are dispatched from the server. Surprisingly, this had a small impact effect on output compression ratio (from 50% to 60%)
You can view the summary of the networking performance here:
https://docs.google.com/spreadsheet/ccc?key=0AslAio6c5EhhdG5RNWNNYVJUZm1...
In conclusion (if you find any errors in these calculations, please contact me) - note some values were 'toyed' with to give more realistic predictions:
Data Dispatched (per user)
Total (Kb) 110.918 Time (s) 25.688
Average Compression Ratio (%) 63.6927951924051
Datarate(kb/s) 4.31789162254749
Server:
Upload Rate (kb/s): 256
Max Users: 59.2881948827061
Thanks for the response Ryan. I have had a couple issues with deploying this application. I believe that error you experienced is due to a misunderstanding on my part regarding the Launchj4 configuration. I have update the download link with a solution, give that a try.
I have also removed some world entities since I started to notice poor networking performance.
Here is the online release:
http://www.java-gaming.org/topics/jevaengine-outbreak-online/30717/msg/2...
Don't count on the servers being up long. It won't take long for someone to do something to crash the server.
So I didn't launch the server into complete disaster, I isolated the test with a few friends, here are some bugs I found & notes I made:
- Use a tile selection indicator to remove confusion
- Dialog to give intro\tutorial
- Targeting too recent of a JRE, most potential players lag behind
- Move chat dialog to top right
- Chat input not working sometimes?
- Server disassociates all players
- Client doesn't recover from disassociation
- Mouse drag != click, it should
- Remove deassignment in ServerCharacter! Just there to hack out a release.
So I'll be fixing those first before I go more public with the release.
Because I am now a student at school, and also because transistors suck and their a huge pain in the ass to study for and I wish they were never created, I have less time to work on this project unless it is over the weekends (where I binge code) I hope to have everything ready for this upcoming weekend.
Thanks for the interest Ryan Dansie.
Unfortunately I have just discovered that the rendering performance issues seem to be occuring on the school computers - which all have the same on-board Intel graphics device. I have discovered that this is because Java uses OpenGl if possible and falls-back to DirectX only if it needs to. However, the Intel chipset I am testing on in particular I know to have incredibly poor performance with OpenGL, so I'll have to find some way to force Java2D to have a preference for DirectX.
As a Microsoft user, I have never been fond of OpenGL, it never works well on any of my computers... I think it is infamous for poor driver support unfortunately...
It should work find with AMD Graphics Devices though (I develop on a computer with an AMD graphics device which is why it went unnoticed for such a long period of time.)
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