Posts Tagged 'laneroids'

MAsteroids

I was playing around with homebrew on my Wii the other day, checking out new software on the excellent Homebrew Browser, when I came across something called MAsteroids. It purported to be a multiplayer version of Asteroids, something like what I did with LANeroids, but with local multiplayer and actual asteroids (!), which I thought was pretty cool so I downloaded it right away. It actually was very nice, it supports every control method available on the Wii and I realized it could be very fun. I’m thinking of contacting the developer once I get my feet wet with homebrew development on the Wii and asking if I could join him as a developer or something like that. I’d love to add wifi capabilities to it, although as of yet I don’t know how sockets work in C++, so that will take some learning.

By the way, the idea of multiplayer asteroids wasn’t mine, there was this really old game my friend had a long time ago which was basically multiplayer asteroids, with lots of crazy powerups and stuff. It was one of those Cosmi games, which I later learned were all on the same disc and you just needed the proper word from the manual to install all the games. In fact, a search for multiplayer asteroids turns up quite a few results. Funnily, the flash version was actually made after I made my project for APCS. http://digg.com/playable_web_games/Multi-Player_Asteroids_Game_Hits_The_Internets Unfortunately, I can’t find that original game that was so much fun back then. I remember it had wormholes and several types of powerups or something like that. Bleh.

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LANeroids now online, will be worked on soon

Yay, finally got around to putting the source for LANeroids (my catchy name for my APCS final project) on my google code svn repository, and I plan to work on it further. I have some ideas about optimizing performance to make it not suck, such as ripping out all the serialization junk and replacing it with sending strings over sockets instead. Much less dense and less bandwidth required, and I have a feeling serialization takes a fair bit of time in Java. I was pulling out just the graphics code for a Robotics thing and I found that the graphics/keyboard input portion without the networking runs 10x faster on my computer, so the serialized network code is definitely to blame.