Recent Posts

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Bugs & Issues / Re: Non demo generation generates "bad" files
« Last post by Dechcaudron on September 29, 2014, 04:26:04 PM »
heh I found the GameCore file. It wasn't linked, and it was named GameCore instead of [Game]GameCore, but it was there. It is somewhat empty and the in-document documentation is outdated. Also, ulong connectionId (as I can see in the official documentation) is named as "param" in the supplied code. Minor issues, of course, but still issues I guess :) (everything gets less tense with a happy face in the end).

By the way, I am so glad we finally have a documented API. Great work there.

Happy face :)
Dechcaudron
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Bugs & Issues / Non demo generation generates "bad" files
« Last post by Dechcaudron on September 29, 2014, 04:12:19 PM »
Hi there,

just downloaded the new API and assets. On from-scratch, only server files generation, the csProject file also seems to be looking for links to files that do not exist. I assume they are scripts shared by both the server and local side of the demo game. Also, I get a couple broken references more:



As you can see, Npgsql.pdb (which I've no idea what it is) and the base gameCore are both broken references. Leaving aside the pdb file, if the GameCore is broken many of us find it a bit harder to start working with the API. I suggest you amend this ASAP.

Finally, http://game-cloud.org/docs.html#macemulator
The "Run the server" section is completely outdated. References seem to be automatically linked now and things can get a bit confusing for newbies. Update required.

Just leaving this here my friends, have a look at it when you have the time :)
Dechcaudron
3
News / GCC Pro Beta Launched
« Last post by root on September 29, 2014, 02:58:57 PM »
Dear Developers,
 We have released the beta of our cloud networking engine for Unity - GCC Pro.
To start development of your Unity game networking use our GCC Pro SDK (former Emulator and plugin).
It runs with any version of Unity, both on Windows and Mac OS.

Before you start, please check that you have installed:

- Windows or Mac OS X powered computer
- Unity® Editor (any version)
- Microsoft Visual Studio or Xamarin Studio


SDK Contents:

- Example Project - a fully functional working example of a GCC based game - contains both the Unity3D project and GCC Local Game Server (former "Emulator").
- Example_game_database.backup - database backup of the example game - to be restored on the GCC Pro cloud in order to launch the example there.
- Example_source_files_for_upload_to_GCC.zip - packaged game ready for deployment to GCC Pro cloud.
- GCC Unity Editor Plug-in - Contains the plug-in which extends capabilities of the Unity3D editor, allowing creation and management of GCC based projects.
- SDKBotManager - C# project which creates a load with predefined players(bots) on the local game server.

Start Here -> Control Panel
Documentation and HowTo -> Documentation

May the Source be with you,
The GCC Team
4
Feature Suggestions / Basic structs / classes as IGameCommand
« Last post by Dechcaudron on July 26, 2014, 06:14:23 PM »
Hey there guys,

I've noticed you included a Vector3_PE class which implements IGameCommand and it works as expected (no idea what PE stands for, though). The thing is, I personally find some other basic structs missing and although I've implemented them personally, I feel like it would be a nice thing to have other Vector types (I don't know if you could make them work with a generic number type. I haven't been able to do it myself easily and I can't afford to 'lose' the time to do it) so they work with byte, int16, int32, instead of only with float, so as to minimize as much as possible the network traffic.

Keep up the great work!
Dechcaudron
5
General Discussion / Re: Connections get dropped
« Last post by AMarinov on July 22, 2014, 08:32:05 AM »
Hi Dechcaudron,

Yes, we are aware of this problem and it will be fixed in the next version.

Regards,
Atanas
6
General Discussion / Re: Connections get dropped
« Last post by Dechcaudron on July 21, 2014, 07:57:32 AM »
Hi again,

a member of my team found the cause of this issue. Improper Serialization/Deserialization was the cause. I know the server side does throw a clear exception of when this happens, but this command was clearly aided from the server towards the local side, so there was no chance that we would have ever found out via the exception thrown. Apparently, when the local side fails to deserialize the data received from the server, it closes the socket with the server and prints Null as the cause of the disconnection.

This issue drove me a bit crazy, since I started thinking that maybe my router had been closing the connections due to a security measure. I suggest you note this as an issue and get it fixed as soon as possible to fix future problems.

Thanks a lot,
Dechcaudron
7
General Discussion / Connections get dropped
« Last post by Dechcaudron on July 19, 2014, 06:02:54 PM »
Hello GCC,

while running some testing of new features we are implementing, my colleague and I ran into the following issue: once the second of us connects to the game, both connections get dropped. This makes very little sense, and I will proceed to describe the issue with more detail:

A week ago, we implemented a feature in which local apps sent the server a request to create a voxel in space and, if the request passed the requirements, it was forwarded to all the players (including the one who sent the request) so Unity would instantiate that voxel. So far so good.

Today, we were testing character movement in space. One of us can connect to the server and move around, and the server keeps track of the player. But when the second of us connects, the last connection or even both get dropped, (err=Connection lost). I did a bit of research in Program.cs and apparently the sockets are being closed when the second player connects to the server. We go back to the previous version and everything works fine (the three of us can connect), but in this last version it simply drops the connections for no apparent reason.

Any idea why this could be happening? Thanks a lot beforehand,
Dechcaudron
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General Discussion / Re: About BEPU for Unity
« Last post by Dechcaudron on July 17, 2014, 11:54:41 AM »
Okay, I've been playing around a bit with BEPU and it is dope. Good election guys.
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General Discussion / Re: About BEPU for Unity
« Last post by Dechcaudron on July 10, 2014, 11:50:56 AM »
I love you so much Atanas
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General Discussion / Re: About BEPU for Unity
« Last post by AMarinov on July 10, 2014, 11:38:37 AM »
Hi Dechaudron,

Yes, the downloadable version of it is compiled on windows for .net 4.0 so it have issues with Unity, but it is also available as a source code.
I just downloaded and compiled it on Xamarin for Mono and it works in Unity.
I attached the Mono compiled dlls. to this post.

Regards,
Atanas
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