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Results for "Author: olav jordan"

ASP_Volume2 #33954
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

ASP_Volume2 #34272
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

ASP_Volume3 #58671
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

ASP_Volume3 #59117
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

C_Volume2 #75016
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

C_Volume2 #75334
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

Java_Volume1 #93560
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

Java_Volume1 #93878
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

2_2002-2004 #120707
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

2_2002-2004 #121025
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

3_2004-2005 #139251
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

3_2004-2005 #139569
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

4_2005-2006 #163968
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

4_2005-2006 #164414
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

5_2007-2008 #186486
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

5_2007-2008 #186932
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

6_2008-2009 #209004
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

6_2008-2009 #209450
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

7_2009-2012 #231522
Optimized loop (no more doevents)

Although this is the 3rd post of the same type of thing i would like to submit this anyway. John G. posted a better way of using doevents that does speed up the loop by about 100% and JohnB entered a class to do this based on John G.'s article. I have desided to give alternatives to using doevents all together or a slightely faster way of using doevents with an example showing the speed of each that is included in the zip. I ask that you DON'T vote for my code but comments are welcome.

7_2009-2012 #231968
_using winsock and win32 api to make a massive multi player online game

Ok so my game is probably not "massive" multi player but after looking for examples of online games on psc i found there were none that support more than 2 people having the server and the client play each other. In my WarBotz game the players connect to one server that only maintains and sends information and is not involved in the game (just like a real server). As long as there are ports to connect to there can be as many players (server probably will not be able to handle so many). To game its self uses a lot of win32 api including bitblt to make the game run faster/nicer. The code is fully commented i hope you enjoy my game and if u like it or not please vote something and/or leave comments I want to know how i could improve on it or what people think of it thanks =)

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