I got bored coding libraries so I made a clone of a little game which most of you will know on the weekend: ShufflePuck (that was the name on the Amiga, has many more).
Now looks like this:
Though it does not count any scores it's quite fun already. It's pure multiplayer. You can test it yourself and tell me what you think: zip (unzip and run start.bat or start.sh in it's own folder)
But don't expect too much as it's a two days project... (e.g. still has some graphical glitches and sometimes locks out the paddles if players leave; and it's a little bit performance hungry :))
Most notably about it: it uses the new jmephysics already :D. Thus you can toggle physics view with the V key. (The multiplayer library is not JGN though )
Any other suspicious messages than the ones you posted?
no, but I am using ati drivers in Linux and that has been the cause of most of my weird graphics probs, so until I get an Nvidia card Im not going to post any more linux bugs.
Any chance the MultiShufflePuck's source code will be released. I think it'd be really great if there were more "meaty" jME tutorials. I really like the FlagRush tutorials but it'd be even better if there was a networking tutorial and a good tutorial of a completed well designed game (IE: Design patterns, model view controller etc).
Maybe I just haven't looked hard enough for the good tutorials but I really think that it'd be awesome if the user showcase stuff was released as tutorials. If the developers aren't willing to release the source and do the tutorial I'm sure there are enough willing people (me included) that would go through the source code and create the tutorial (it might be tough seeing as the author of the code truly knows the design).
Just a suggestion, I know that it'd definetly not be cool if someone took someone else's polished code and made a commercial game but I think if you use one of those GNU licenses or whichever one bars commercial development without them also releasing their code.
I will actually be starting on a simple networking tutorial in the near future, but it will be specifically about taking an existing code-base in jME and wiring it up for networking.
If you have any specific requests for what you'd like to see please let me know and I'll consider it.
What existing code base are you using so I can check it out or do I have to wait until it's ready for showtime
I guess one multiplayer design I'd like to see talked about in a tutorial is the traditional Doom/Quake/Counter-strike deathmatch round based client/server model. I'd like to see how to handle round based and team based networking and I know that the Quake II engine multiplayer uses both a UDP and TCP socket connection. I know I could easily find a Quake II tutorial but I really really like jME and I like to program in Java and any type of networking library that helps out (such as JGN) I'd definetly be interested in using.
I'll let you know if I think of any more topics, also if you need anyone to review tutorial or help out I'm willing! Hopefully once I get myself up to speed with jME, openGL, and game programming, I'll be able to help more with some tutorials of my own.
Sure, you can check out the preliminary work on it, but it hasn’t been touched in a while since I got sidetracked on JGN 2.0 and am finishing that up before I go back to the game:
Yes, I also thought I should release the code. I think it is well designed and good as basis for a tutorial. But it's not commented…
I wouldn't care if someone made a commercial game out of it - after all it were only two days of work and pretty fun - I think I would even like it
…but currently I have too much other things to do. And the little time I have for jME and jME Physics would first get used to 1. commit contributed fixes to the 3ds loader 2. include some features posted on the board 3. create an additional physics tutorial with a little design guide 4. the other things I have forgotten :roll:
If you really are up to making a tut from it I'll be happy to send you the source - it could be included into the jME Physics 2 CVS, if you think that'd be appropriate, also.