Question

Java RTS startoff basis - is there one?

Asked by: xannus

Hi,
I once programmed a working RTS game in Visual Studio Java. I use Eclipse now
It used datagrams for the server/client exchange.
I used a system where each datagram was tagged with a frame number, a movement code, and activity info. - - for each frame of the game.
This kept all the players synchronized, waiting for the corresponding datagram for the current frame in the sequence for all the game activity from each player. Is this the way to do it?
I want to find out, before I start my next one (improved) if there is an open source Java RTS package? ... in sockets/streams , if that is better.  . . A good startoff point?
Maybe an article?
thx

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Asked On
2009-10-05 at 10:01:21ID24786110
Tags

Java RTS games

,

Strategy Games

Topics

Computer Games

,

Java Programming Language

,

Web Development

Participating Experts
2
Points
500
Comments
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Answers

 

by: kaffienePosted on 2009-10-05 at 17:42:38ID: 25501137

I'd think your best bet would be to ask the folks at JavaGaming: http://www.javagaming.org/

There are a lot of Java networking libraries for games that they could tell you about (Java NIO is capable of doing what you want if you want to code it by hand)

Also, the JG guys will be able to tell you about any Java RTS frameworks - I'm not aware of any thou.

 

by: xannusPosted on 2009-10-08 at 14:05:44ID: 25530081

Springrts looks like a promising source for C++ developers. Anything like that for Java?

Mostly right now, I think I am most concerned with the UDP vs TCP.
I was told  to go with TCP.
It sounds right, but does that mean each player in the rts is connected to eachother?
Is that possible, a client can broadcast it's moves to all others?
How is sunchronization guaranteed?

 

by: kaffienePosted on 2009-10-08 at 18:55:51ID: 25531869

TCP can be very good for synchronisation because it guarantees in-order delivery of packets.  You can have all the clients working in lockstep against updates knowing that the order you recieve them is the order they were sent.  Using TCP does not mean that you have to go peer to peer.  

Whether you go peer to peer or client/server is up to you. Client / server may scale better but it may also mean you need a dedicated server depending on the intended load.



 

by: xannusPosted on 2009-10-08 at 19:27:42ID: 25531976

I think for now my load is intended for maybe 2-4 people (startoff)

Are there any articles out there discussing ways to do a multiplayer, synchronized TCP environment?

in Java?

Thx

 

by: kaffienePosted on 2009-10-10 at 20:29:29ID: 25544773

The most efficient way to network in Java is to use the NIO (new IO) Select model.  It is fast and scales extremely well.  There are quite a few articles on that:

http://www.javaworld.com/javaworld/jw-04-2003/jw-0411-select.html?page=1

http://www.ddj.com/hpc-high-performance-computing/184406242;jsessionid=0FEW1EEHF2AC5QE1GHPSKH4ATMY32JVN?_requestid=216407

http://gpwiki.org/index.php/Java:Simple_TCP_Networking

...and more, Google for "Java NIO select" to get more of these

As for the architecture to do synchronised multiplayer, you don't actually need anything Java specific - as the Select mechanism mentioned above is equivallent to the C/Unix socket select paradigm.

You might want to check the GameDev.Net networking FAQ:

http://www.gamedev.net/community/forums/showfaq.asp?forum_id=15

And this is an especially good article about the networking code in Age of Empires - which is exactly the kind of networking you're talking about - peer to peer and lockstep:

http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php



 

by: xannusPosted on 2009-10-14 at 07:05:10ID: 25570575

Thanks alot all.

I am possibly steering away from my conviction of needing a server for each game.
My RTS will not be centralized like Blizzard. It will be small scale, somewhat academic. I now am considering Kaffiene's suggestion of P2P.
Would P2P need to assign one player as a network data manager, or is it simply, each player broadcasts to everyone else their move for a frame and each player waits for a move from every other player for that frame?
So, instead of the needing a middle man - server to bounce move-info to all players, the players bounce to eachother and eliminate the middle man.
?

 

by: xannusPosted on 2009-10-14 at 07:58:31ID: 25571258

is there skeleton TCP stream code for this?

...
startoff with nothing...just game startup..
just an accept method for new players..
notifying all other players of the new additions.
Sending movement info between players, one move per frame?
TCP, not UDP
?



?

 

by: xannusPosted on 2009-11-16 at 19:32:07ID: 25836591

I have not been able to find a decent RTS startoff basis, so am going to make one myself in Eclipse Java. I have asked other necessary questions to flesh it all out for me. Please contact me at jameshan24@yahoo.com to follow up, as this account may close soon.

 

by: xannusPosted on 2009-11-16 at 19:39:30ID: 31637301

Thx all, am well on my way

20120131-EE-VQP-002

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