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House
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The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console.

All the posts I found on the internet were involving the render part. I'm not stupid, I know I should not take in consideration that part but then which type of loop should I use? (fixedtimestep, semi-fixed). My game functionality would resemble League Of Legends or Dota 2 functionality.

Actual questions:

1.What is the server functionality for this type of game?

2.What does the game loop look like?

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console.

All the posts I found on the internet were involving the render part. I'm not stupid, I know I should not take in consideration that part but then which type of loop should I use? (fixedtimestep, semi-fixed).

Actual questions:

1.What is the server functionality for this type of game?

2.What does the game loop look like?

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console.

All the posts I found on the internet were involving the render part. I'm not stupid, I know I should not take in consideration that part but then which type of loop should I use? (fixedtimestep, semi-fixed). My game functionality would resemble League Of Legends or Dota 2 functionality.

Actual questions:

1.What is the server functionality for this type of game?

2.What does the game loop look like?

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

Removed additional questions and irrelevant info
Source Link
House
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I searched the webs lately searching for a good way to implement the game-loop on my server.

Background info:

I am trying to make a 2d sidescroller multiplayer game. The client cycle would looks something like this:

Client functionality! http://i.imgur.com/Ma0XAUa.jpg

The client cycle should be clear. The actual game (playable part) will be in the game screen and will involve 2 players (maybe 4 later). Now, on the server path i needneeds to handle the physics, because all the movement will be handlehandled by it. So for that iI need a game loop. The thing is that the server doesn't hashave the render part, it's just a console. 

All the posts iI found on the internet were involving the render part. I'm not stupid, iI know iI should not take in consideration that part but then which type of loop should iI use? (fixedtimestep, semi-fixed).

Also should i create a world in which to add the players at each found-opponent event?

Actual questions:

1.What is the server functionality for this type of game?

2.HowWhat does the game loop look like?

3.How should I handle the physics? One world, multiple clients or multiple worlds for every 2 clients (game)?

P.S. : My game functionality would resemble League Of Legends or Dota 2 functionality (If you know how does game client cycle look like).

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

I searched the webs lately searching for a good way to implement the game-loop on my server.

Background info:

I am trying to make a 2d sidescroller multiplayer game. The client cycle would looks something like this:

Client functionality! http://i.imgur.com/Ma0XAUa.jpg

The client cycle should be clear. The actual game (playable part) will be in the game screen and will involve 2 players (maybe 4 later). Now, on the server path i need to handle the physics, because all the movement will be handle by it. So for that i need a game loop. The thing is that the server doesn't has the render part, it's just a console. All the posts i found on the internet were involving the render part. I'm not stupid, i know i should not take in consideration that part but then which type of loop should i use? (fixedtimestep, semi-fixed).

Also should i create a world in which to add the players at each found-opponent event?

Actual questions:

1.What is the server functionality for this type of game?

2.How does the game loop look like?

3.How should I handle the physics? One world, multiple clients or multiple worlds for every 2 clients (game)?

P.S. : My game functionality would resemble League Of Legends or Dota 2 functionality (If you know how does game client cycle look like).

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. 

All the posts I found on the internet were involving the render part. I'm not stupid, I know I should not take in consideration that part but then which type of loop should I use? (fixedtimestep, semi-fixed).

Actual questions:

1.What is the server functionality for this type of game?

2.What does the game loop look like?

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.

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Romeo
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How to implement the server-side game loop?

I searched the webs lately searching for a good way to implement the game-loop on my server.

Background info:

I am trying to make a 2d sidescroller multiplayer game. The client cycle would looks something like this:

Client functionality! http://i.imgur.com/Ma0XAUa.jpg

The client cycle should be clear. The actual game (playable part) will be in the game screen and will involve 2 players (maybe 4 later). Now, on the server path i need to handle the physics, because all the movement will be handle by it. So for that i need a game loop. The thing is that the server doesn't has the render part, it's just a console. All the posts i found on the internet were involving the render part. I'm not stupid, i know i should not take in consideration that part but then which type of loop should i use? (fixedtimestep, semi-fixed).

Also should i create a world in which to add the players at each found-opponent event?

Actual questions:

1.What is the server functionality for this type of game?

2.How does the game loop look like?

3.How should I handle the physics? One world, multiple clients or multiple worlds for every 2 clients (game)?

P.S. : My game functionality would resemble League Of Legends or Dota 2 functionality (If you know how does game client cycle look like).

Additional info: I use libGDX for the client part, and JBox2D on the server part, KryoNet for Networking and thinking of using lwjgl (only the System class) for Native timers.