Timeline for What is the best method to serve a real time game on websockets?
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 27, 2012 at 10:34 | vote | accept | MaiaVictor | ||
| Mar 29, 2012 at 2:38 | history | tweeted | twitter.com/#!/StackGameDev/status/185194221886652417 | ||
| Mar 29, 2012 at 0:22 | comment | added | MaiaVictor | Jumping will only set the velocity of the player to a fixed amount on the z axis. Collision will only change the velocity of 2 objects according to equations. Of course those are results of physical forces, but what I meant is that those are not coded, that is, I'm not accelerating the object in the opposite direction of the collision, for example. | |
| Mar 28, 2012 at 23:27 | answer | added | XiaoChuan Yu | timeline score: 4 | |
| Mar 28, 2012 at 23:17 | comment | added | House | If there were no other forces, the players wouldn't be jumping, changing their velocities or colliding with anything. The first two are the effect of forces, and collision is a force between two objects. | |
| Mar 28, 2012 at 23:12 | comment | added | XiaoChuan Yu | You might want to edit your comment into the question/title... | |
| Mar 28, 2012 at 23:09 | history | edited | MaiaVictor | CC BY-SA 3.0 | added 283 characters in body |
| Mar 28, 2012 at 23:05 | comment | added | MaiaVictor | The game consists of a world with just one force, gravity; physical AABBs and sphere's for collision. All the players can do is jump and set their velocities with arrow keys. I can't say a number of players. It would be favorable if the server could handle as many players as possible. | |
| Mar 28, 2012 at 22:58 | comment | added | XiaoChuan Yu | What type of game is this? How many players? | |
| Mar 28, 2012 at 22:51 | history | asked | MaiaVictor | CC BY-SA 3.0 |