<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: bomberman javascript multiplayer</title>
	<atom:link href="http://bash.editia.info/javascript-bomberman-javascript-multiplayer-24.php/feed" rel="self" type="application/rss+xml" />
	<link>http://bash.editia.info/javascript-bomberman-javascript-multiplayer-24.php</link>
	<description>Programming Linux Java Bash Perl performance SQL</description>
	<lastBuildDate>Wed, 27 May 2009 08:55:48 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: gmunteanu</title>
		<link>http://bash.editia.info/javascript-bomberman-javascript-multiplayer-24.php/comment-page-1#comment-932</link>
		<dc:creator>gmunteanu</dc:creator>
		<pubDate>Wed, 19 Nov 2008 08:24:33 +0000</pubDate>
		<guid isPermaLink="false">http://bash.editia.info/bomberman-javascript-multiplayer~bash-shell~24.html#comment-932</guid>
		<description>alex, thanks for the questions.
here are the responses:
1. no, not all the rules, only the important ones. for now it plays the role of transmitting info from player to player, and that&#039;s it. it will also keep the history of the games played, so you can re-play an old game [view only mode].
2. yes, the server disemminates that info by PUSHING this info to the others. when the clients receive that key event, the js code takes control and moves/stops the respective player accordingly.
3. no, i do not. there is a paper here related to carmack&#039;s network code. i try to follow that. it is based suited for web-based multiplayer games in my opinion. here is the link http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking. there is much to do on this issue, i intend to make it as a separate lib so i/others can use it in other game projects too.
4. right now it jumps, but yes , what you say is the way to go.</description>
		<content:encoded><![CDATA[<p>alex, thanks for the questions.<br />
here are the responses:<br />
1. no, not all the rules, only the important ones. for now it plays the role of transmitting info from player to player, and that&#8217;s it. it will also keep the history of the games played, so you can re-play an old game [view only mode].<br />
2. yes, the server disemminates that info by PUSHING this info to the others. when the clients receive that key event, the js code takes control and moves/stops the respective player accordingly.<br />
3. no, i do not. there is a paper here related to carmack&#8217;s network code. i try to follow that. it is based suited for web-based multiplayer games in my opinion. here is the link <a href="http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking" rel="nofollow">http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking</a>. there is much to do on this issue, i intend to make it as a separate lib so i/others can use it in other game projects too.<br />
4. right now it jumps, but yes , what you say is the way to go.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alex Gladwell</title>
		<link>http://bash.editia.info/javascript-bomberman-javascript-multiplayer-24.php/comment-page-1#comment-929</link>
		<dc:creator>Alex Gladwell</dc:creator>
		<pubDate>Tue, 18 Nov 2008 23:43:30 +0000</pubDate>
		<guid isPermaLink="false">http://bash.editia.info/bomberman-javascript-multiplayer~bash-shell~24.html#comment-929</guid>
		<description>Very interesting project. Keep updating the progress and good job so far!!

Few queries, 
1. the server will be handling all the rules? (player 1 died etc)
2. when client sends keydown/keyrelease events (and grid co-ords/valocity) to the server, the server then disemminates these to all the other clients. I presume the clients would then trigger that player to continously walk until it received a key released command.
3. Are you using &#039;messaged received&#039; notes backs to the server (overhead in traffic but ensures the server that the message was received).
4. oh and finally when a client looses connection will they just jump to their new location or will you blend the transittion in (e.g. make the client move the character at x2 rate until they&#039;re fully synced with the server again)</description>
		<content:encoded><![CDATA[<p>Very interesting project. Keep updating the progress and good job so far!!</p>
<p>Few queries,<br />
1. the server will be handling all the rules? (player 1 died etc)<br />
2. when client sends keydown/keyrelease events (and grid co-ords/valocity) to the server, the server then disemminates these to all the other clients. I presume the clients would then trigger that player to continously walk until it received a key released command.<br />
3. Are you using &#8216;messaged received&#8217; notes backs to the server (overhead in traffic but ensures the server that the message was received).<br />
4. oh and finally when a client looses connection will they just jump to their new location or will you blend the transittion in (e.g. make the client move the character at x2 rate until they&#8217;re fully synced with the server again)</p>
]]></content:encoded>
	</item>
</channel>
</rss>
