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4.6 Beta Available with Multiplayer Support

Josh

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An update is available on the beta branch on Steam that adds support for multiplayer games with the following features:

  • NAT punch-through with relay server fallback.
  • Connectionless peer-to-peer UDP messages with multiple channels and optional reliable flag.
  • Public server list of available games to play.
  • Voice-over-IP for in-game chat (and taunts).

The new multiplayer system will open up a new range of game types that can be easily created with Leadwerks Game Engine.

These features are still being tested and are only available in the Windows build right now.

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I have an idea on trying my old GvB game. Should be reasonable and fairly simple since it’s turned based. Seems like forever since I worked on that and I’ve learned a few tricks since then so really excited to give it a try with this new multiplayer support.

http://good-vs-bad.blogspot.com/?m=1

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When I switch to the beta branch Steam starts downloading an update. Only the C++ lib has been updated. The editor will still say 4.5.

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24 minutes ago, fhl42 said:

is there no sample level or a multiplayer menu,or tutorial how to use it

It's beta so documentation will be nonexistent right now. It's only for the brave at this point, but it's there in the header files.

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4 minutes ago, Yue said:

One question, just c++ for online players?

At this time, yes.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 0
      Textures in Leadwerks don't actually store any pixel data in system memory. Instead the data is sent straight from the hard drive to the GPU and dumped from memory, because there is no reason to have all that data sitting around in RAM. However, I needed to implement texture saving for our terrain system so I implemented a simple "Pixmap" class for handling image data:
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      As a result, the terrain system can now save out all processed images as DDS files. The modern DDS format supports a lot of pixel formats, so even heightmaps can be saved. All of these files can be easily viewed in Visual Studio itself. It's by far the most reliable DDS viewer, as even the built-in Windows preview function is missing support for DX10 formats. Unfortunately there's really no modern DDS viewer application like the old Windows Texture Viewer.

      Storing terrain data in an easy-to-open standard texture format will make development easier for you. I intend to eliminate all "black box" file formats so all your game data is always easily viewable in a variety of tools, right up until the final publish step.
    • By Josh in Josh's Dev Blog 1
      I wanted to see if any of the terrain data can be compressed down, mostly to reduce GPU memory usage. I implemented some fast texture compression algorithms for BC1, BC3, BC4, BC5, and BC7 compression. BC6 and BC7 are not terribly useful in this situation because they involve a complex lookup table, so data from different textures can't be mixed and matched. I found two areas where texture compression could be used, in alpha layers and normal maps. I implemented BC3 compression for terrain alpha and could not see any artifacts. The compression is very fast, always less than one second even with the biggest textures I would care to use (4096 x 4096).
      For normals, BC1 (DXT1 and BC3 (DXT5) produce artifacts: (I accidentally left tessellation turned on high in these shots, which is why the framerate is low):

      BC5 gives a better appearance on this bumpy area and closely matches the original uncompressed normals. BC5 takes 1 byte per pixel, one quarter the size of uncomompressed RGBA. However, it only supports two channels, so we need one texture for normals and another for tangents, leaving us with a total 50% reduced size.

      Here are the results:
      2048 x 2048 Uncompressed Terrain:
      Heightmap = 2048 * 2048 * 2 = 8388608 Normal / tangents map = 16777216 Secret sauce = 67108864 Secret sauce 2 = 16777216 Total = 104 MB 2048 x 2048 Compressed Terrain:
      Heightmap = 2048 * 2048 * 2 = 8388608 Normal map = 4194304 Tangents = 4194304 Secret sauce = 16777216 Secret sauce 2 = 16777216 Total = 48 MB Additionally, for editable terrain an extra 32 MB of data needs to be stored, but this can be dumped once the terrain is made static. There are other things you can do to reduce the file size but it would not change the memory usage, and processing time is very high for "super-compression" techniques. I investigated this thoroughly and found the best compression methods for this situation that are pretty much instantaneous with no noticeable loss of quality, so I am satisfied.
    • By jen in jen's Blog 0
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