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Found 2 results

  1. Hi guys! For a while now I am building a MMORPG in Node JS and HTML5. So far so good and things run fine on my laptop. But I am facing serious latency issues while running my game from my Virtual Private Server. For example, the ping locally is 0.01ms and the ping to my server is 30ms-40ms. A big difference but that difference is causing my game not to run smoothly at all. I figured I made a mistake with the way I communicate from the client to the server since I see a lot of different techniques. But I am facing the edge right now, I do not know what way to go and how to solve these latency issues. Google brought up some decent results but none that really helped me. I'll add my two most important files down here so you guys can have a look. To give you an idea how I work, this is how I am doing it right now. On the VPS there are 4 Node JS apps running in the background. These are (in my terminology) a database server, a resource server, an authentication server and of course, the game server. I'll explain their functionality down here: - The database server is a secured app that holds all game data. Like players, items, monsters, e.t.c. The server has several routes built in like /getallcharacters (fictive bytheway) which will return a JSON object of all characters in the game. - The authentication server is also secured. It is seperated from the game because it was meant to be the only place where users can send their sign in data to. I based it on OAuth bytheway because it works similar. You send your username and password in a request and you'll get a token in return if your credentials are valid. It is also this token that can be used to return your account id. Which in return is being used by the data server to get specific account information. So with other words, when you request player-specific or even sensitive data from the data server, it will ask for your token instead of some number. This is done for security reasons. - The resource server is just a place where I gather all images, audio and such. Those can be accessed from anywhere. I really really hope anyone can help me with this. Oh and before anyone starts saying I should not just jump right into a MMORPG project. I got 10 years of programming experiences and I know my theories about networking and such. My own diagnoses are that I made some code design mistake. I just do not know what I can do to improve it. Any help would be really really appreciated! -TheBoneJarmer map.js server.js
  2. Hi all, I'm new here. I'm working on a music game with a team for the Baltimore Indie Games Game Jam #2 - Play the Music and we've just hit the important milestone of playing the music while animating some sprites in time with the music. Here is the link to try out our current prototype: http://sambatista.com/bigjam2/v0.0.7/ Right now the beat-sync is done by polling the current time position of the song and dividing it by a step length. It works really well on desktop (Chrome/Firefox). We also have put in the "touch to begin" required by Android to unlock the audio system, and wait for the song to decode before starting the game. On my Galaxy S3, I'm experiencing a pretty sad delay of ~.5 seconds between the action on the screen and the corresponding "position" in the music. I wish we could do something to fix the latency but something tells me this won't be possible. If we knew the latency amount, we could compensate for it. Our last idea is to add a Calibration Screen that would find out the latency amount using player interaction. Recommendations? Roger
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