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Author Topic: Roll-A-Rama Source Code  (Read 2749 times)
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darkfrog
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« on: June 15, 2006, 05:18:23 PM »

Now, let me pre-empt this by saying that this was sort of hacked together when I was working on JGN and PhysicsNetworking as a simple example of game networking and to prove the concept of physics synchronization, and is pretty messy.

That being said, here is the source code all neatly zipped up and without any of the resources.

darkfrog

* rollarama.zip (40.86 KB - downloaded 361 times.)
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GPFault
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« Reply #1 on: June 22, 2006, 01:50:32 AM »

Hi Matt,

Seems like the sources are outdated.

For example TakePossessionMessage.java (in the rollarama.zip) is extended from PlayerCertifiedMessage and implements PlayerMessage. But TakePossessionMessage.class (in the rollarama.jar "Roll-A-Rama Beta 1") extends PlayerMessage. PlayerCertifiedMessage is not available from sources nor from jars. So I can't compile it.

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darkfrog
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« Reply #2 on: June 22, 2006, 07:12:47 AM »

That should be contained in the PhysicsNetworking extension API here:

http://captiveimagination.com/svn/public/PhysicsNetworking/trunk

It still is outdated a bit as I haven't done any work on it in a while.  However, I've got a simple game that I've got nearly ready to interject networking into, but I've been sidetracked on JGN 2.0 and will most likely utilize it for a demonstration of the power of what version 2.0 provides.  My time has been moderately limited recently, but I'm quickly approaching the release of JGN 2.0 and then will make some major updates to jME-Networking and PhysicsNetworking accordingly.

I will continue to support JGN 1.x so long as people are still using it though.

darkfrog
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gr33nl1nk
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« Reply #3 on: October 08, 2006, 10:21:57 PM »

do you have compilable sources along with the required libraries?

thanks,

l1nk
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darkfrog
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« Reply #4 on: October 09, 2006, 10:47:17 AM »

This project has been abandoned for now.  I plan on coming back to it later and potentially making it a commercial quality game, so there are certain depencies which I am not going to make publicly available.

The source code is a good example of JGN 1.0 way of doing things, however, JGN 2.0 has significant differences and is worthwhile to look into.
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