Asking for guide or link or tutorial for spidermonkey

Hello developers of jme3. I’m a currently a student and is looking for a tutorial from the most BASIC that i could understand until to the intermediate level of tutorial to network any kind of simple game. Right now i’ve finished all the basic tutorials on graphics and some physics of jme3. And right now i’m planning on making a networked game and i’m definitely stuck right now because i can’t understand all the tutorials on spidermonkey. Can anyone pls suggest tutorials for me that i could read. I’ll read all of them cause i have a must 1 week to learn it because my team is going to start a game project and it’s going to be our thesis. Please help us! A.S.A.P!

Oh. by the way. I definitely could not understand the MonkeyZone project and it’s having an error when i compile it.

hi,

try this



https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:advanced:monkey_zone?s[]=update&s[]=message&s[]=server



https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:advanced:monkey_zone?s[]=update&s[]=message&s[]=server



and this, the post from the monkey: “mattm”



http://hub.jmonkeyengine.org/groups/physics/forum/topic/best-practice-for-collision-between-charactercontrols/?topic_page=2&num=15





http://hub.jmonkeyengine.org/groups/physics/forum/topic/best-practice-for-collision-between-charactercontrols/?topic_page=2&num=15

The Code from the Monkey zone is drowning me… Can someone please give me an example where a client and a server can see a single model. And when the client presses a certain button, the model rotates. and that rotation reflects or you can see that the model rotates on the server application window.



And the post from “mattm” it has given me ideas about “Messages”, But, I really can’t find a newbie tutorial about networking messages. I just ended up having a big question mark about some topics.

sorry , maybe you should do a simple tutorial …



i did a research a while ago , and I didn’t have time to implement some simple network , where the related info that I took



maybe this help you,



http://fabiensanglard.net/quakeSource/quakeSourceNetWork.php

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Basic_networking

http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/

http://unreal.epicgames.com/Network.htm



another tip …



find some game network code, that does what you want ,and translate to java …



hope this help you!!!

cealex said:
another tip ...
find some game network code, that does what you want ,and translate to java ...
hope this help you!!!

Well, that will work in many cases, but I don't know how many languages that implements something similar to the message-thing that SpiderMonkey have.

There should be some kind of simple chat example source code in the engine, Tests > jme3tests.network > TestChat* for example that can give an idea how the networking can be used.
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As @cheatcat says, the chat example is about the simplest useful example code for using SpiderMonkey that you are likely to find.



…but after that, to really network a game things get kind of tricky fast depending on what you want to do. If you don’t care about real time or cheating or anything like that, then you can get pretty far just sending rotate+location messages with “reliable” messaging. Things will move and rotate but will sometimes be jerky, sometimes pause and quickly catch up, etc…



But the step after that is a big one. These will give you an idea of the concepts behind the more complicated approaches:

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

http://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization

Thanks guys… Last one question by the way… I want to know your opinion on this… What is the best to use right now… SpiderMonkey or KryoNet??? I am having second thoughts on what to use due to the outdated SpiderMonkey and some negative forums that i have read about it, And then i came across kyronet…

SpiderMonkey, its been rewritten by Paul Speed and is working fine now, he uses it successfully for Mythruna for example.

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Yeah, as Normen says… SpiderMonkey was completely rewritten recently (April?) to fix many deficiencies.



I run my Mythruna server for weeks at a time and it seems pretty stable. I hammer any issues out as soon as I find them. A networking API is no good unless it’s rock solid. So that’s what I strive for in SM.

cheatcat said:
Well, that will work in many cases, but I don't know how many languages that implements something similar to the message-thing that SpiderMonkey have.


in my country we say , "if you have no dog, hunt with the cat" !!! , so ...