Temporary Wiki
Temporary Wiki
As there is no Wiki atm. I will leave mine online to put in Notes and usefull information regarding the project, which IMO do not belong into a forum.
Feel free to add stuff if you like. I hope we will soon have an official wiki again.
Here's the address again: http://tempire.selfip.org
Feel free to add stuff if you like. I hope we will soon have an official wiki again.
Here's the address again: http://tempire.selfip.org
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- Transport Empire Developer
- Posts: 699
- Joined: 03 Feb 2003 09:30
- Location: Back at the office
Thanks for the temporary wiki.iLess wrote:I hope we will soon have an official wiki again.
I too hope that we will soon have the official wiki again. (Hopefully, including all the content that used to be in there)
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
Code: Select all
+------------Oo.------+
| Transport Empire -> |
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Under construction...
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- Transport Empire Developer
- Posts: 699
- Joined: 03 Feb 2003 09:30
- Location: Back at the office
I've been looking around in that wiki. Interesting stuff.
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
Code: Select all
+------------Oo.------+
| Transport Empire -> |
+---------------------+
Under construction...
hehe. I collected it when i was trying to make my own small arcade-style 1v1 game for playing over the network. It was meant to be a pre-project to get familiar with networking and other game related stuff. But unfortunately my friend who assured me his support on the project didn't write a single line of code, so i ended up writing everything alone. Eventually the project died in the end. I did a working prototype though (which included a windowing system, sound using OpenAL and font-rendering using FreeType and graphics all done in OpenGL). But controlling the game speed to be stable with changing latencies was something i didn't really solve properly. Its the hardest part of networking. I tried to implement some kind of Age of Empires Networking model, but it didn't work out as smooth as i was hoping. Because as soon as latency gets high the game has to realize that very fast and make order turns contain more gameframes than before. But when latency drops again the game becomes faster again. This all made the gameplay very jerking and therefore unpleasant.
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- Transport Empire Developer
- Posts: 699
- Joined: 03 Feb 2003 09:30
- Location: Back at the office
It's a Dyndns address... The two most likely situations are:orudge wrote:It appears to be down...
1. The server is switched off or disconnected or whatever. (:P)
2. The IP address changed and the DynDNS records aren't updated yet.
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
Code: Select all
+------------Oo.------+
| Transport Empire -> |
+---------------------+
Under construction...
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