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June. 30th, 2004 21:442004: HTTP multiplayer technology
July. 30th, 2003 21:442003: realtime 3D for EGE
Apr. 19th, 2002 14:31Nightmare Creatures 3 : a unique video game !
June. 10th, 2000 02:23Nightmare Creatures 2 : Crowley's back!
May 15th, 2000 02:42What is a milestone?
Sept. 10th, 1998 02:41Commando

2004: HTTP multiplayer technology

June. 30th, 2004 21:44 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/329 — updated on Nov. 20th, 2018 09:29 exists for 20 years & 10 months ago - .

Making games on mobile is somewhat diverting: on one hand you have a very limited platform to work on — which is extremely demanding as you lack almost everything: memory space, speed performance — and on another you have to make people play to your game despite all these limitations.

You find yourself being back in time, while programming `80s systems: ZX-81, TO7, etc…

But things have changed: playing gorgeous titles on PlayStation and Xbox is common. How could people play '80s titles nowadays?

Trying to answer this question leads you to a less common question: what makes a mobile phone the unique play station when compared to others?

Connectivity! In space — you connect to others players — and in time — you "wear" your phone almost 24/7.

Connecting players

Connecting players in 2004 was something challenging. You want people play altogether, regardless of their actual handset technology — java, Brew, Symbian, etc. — and also regardless their operator.

Most of the available system widely supports HTTP connections. Sockets were not always available: for example with java, only MIDP2 defines a TCP support, but unfortunately, implementation was optional.

The system had to use HTTP support then. Unfortunately, performances of HTTP connections are not really impressive. Though HTTP is an applicative protocol that lies on top of TCP/IP, it only defines a peer-to-peer connections.

HTTP is a peer-to-peer protocol

Peer-to-peer basically means that for connecting from one end to the other end, intermediate routers or servers can relay the connection to the next "hop" by choosing what type of HTTP connection is the best suited for it.

All these "hops" are time consuming. Each per creating a new socket to the next hop, and potentially check and rewrite HTTP headers.

As a result, roundtrips performance drops dramatically when compared to direct TCP connection.

Radio to Internet connection

Another issue of importance is certainly the radio to internet part of the connection.
On the operator side, you don't really have access to the infrastructure. The only thing you know is that your connection is routed by a special equipment called an APN. It is the connection to the Internet, think of it as an HTTP proxy.
Behind it, on the operator side, IPs are local. When on the internet, you basically have the operator's public IP.
Some operators block packets that would get to "unknown" server IP, and in that case, you have to deal with the operator in order it lets you pass through the APN, down to your server.

How to authenticate players on your server

When HTTP connections arrives to your front server, IPs are usually not a mean to authenticate the player. At most, you can know from what operator he comes from, if you recorded all possible APN IPs somewhere in a database.
Some APN, gently add an HTTP header extension which tells what IMEI number the mobile has; but you shouldn't count on it, as this is the exception.

You have to rely on a custom, different mechanism of your own, such as a login/password system or a smarter thing.

What type of game to expect?

HTTP connection usually gives you an average roundtrip on GPRS networks of about 2400ms. Yes, you read it right: 2 and a half second to send a small message and get a response from the server.

If you tell me you can't do any game with such a latency, well my answer is: you're wrong.
Of course, you cannot design a racing car game, where you expect realtime collision detection over the network. 2400ms of roundtrip is of oder of magnitude to make such a game.
But if you design a game that do not offers high sensibility to latency you really can make funny games.
For example, we designed a multi-player version of the Microsoft/Rare Mr. Pants license.

Mr Pants and Battle Bubble Multiplayer

Basically, Mr Pants is an action puzzle game where you have to make rectangular blocks with the pieces you get form the game by rotating them appropriately in a limited time.

Every time you complete a block, the surface it takes is cleared and you collect bonuses and points.

Adapting the game to the above-mentioned constraints, the team designed a game play that wouldn't suffer from very high latency.
First, the screen of the opponent is also displayed on the player's screen in the top right corner, in order for you to look at his progression.
Second, when you complete a block, the game send a malus to the opponent, making its time limit to shrink a little bit, thus increasing the match pressure.
This way, it does not that matter wether the malus is coming "in-time" or not. What it counts is that it arrives!

As a result, the multiplayer version is really funny, and maintains the interest over time.

Battle Bubble Battle Bubble




2003: realtime 3D for EGE

July. 30th, 2003 21:44 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/905 — updated on Nov. 20th, 2018 09:18 exists for 21 years & 9 months ago - .

In-fusio created the business of the downloadable apps on mobile phones back in 2001 with the ExEn technology: it embedded a very compact Java VM from Shlumberger plus a thin native API to provide maximum performances. This was before J2ME even existed. EXeN was deployed on more than 200 mobile phone models and brands.

In 2003, with the emergence of the first smartphones, I was in charge of creating a realtime 3D engine API and native code to embed into the EGE, the successor of ExEn.

TBC.

A preview of EGE/3D on LG7100 handset

This was the first time the engine ran on an actual handset: this was on Thursday January 29th 2004 à 09:32am.

Magazine SVM de novembre 2003

Jouez mobile technologies engagées : Après des débuts timides, le jeu vidéo sur mobile est en plein boom : “En un an, nous sommes passés de 0 à plus de 200 000 jeux téléchargés par mois”, s’enthousiasme Anne-Laure Descleves, responsable communication chez Gameloft, un éditeur de jeux sur portables. Même son de cloche chez In-Fusio, le pionnier du secteur, qui affirme compter un nouveau joueur toutes les cinq secondes. Un succès dû à la multiplication des téléphones Java. On désigne ainsi les appareils capables d’exécuter des applications programmées avec J2ME (Java 2 Micro Editionl. une version allégée du célèbre langage de Sun Microsystems. Cette techno change tout car elle permet de concevoir des jeux dignes d’une console de poche, ne pesant pas plus de 150 Ko et téléchargeables en moins de deux minutes sur les réseaux GPRS. Ainsi. Gameloft propose, dans son catalogue, qui compte une trentaine de titres, des adaptations de jeux pour consoles et PC comme Splinter Cell, Prince of Persia ou Rayman 3. Si les jeux sur mobiles se doivent d’être simples et faciles d’accès, des applications plus évoluées sont déjà disponibles. Sur Splinter Cell, par exemple, il existe des modes experts qui permettent de pratiquer l’infiltration plutôt que le tir. Et sur le jeu de course automobile IF Racing, le dernier titre d’In- Fusio, on peut courir contre son “ghost”, une voiture fantôme indiquant l’ancienne position du joueur, et l’envoyer à un ami pour qu’il puisse comparer ses performances. La prochaine étape sera le passage à la troisième dimension. Mais avant d’en arriver là, il faut que les API (interfaces pour la programmation d’application) de jeux Java pour mobiles, baptisées MIDP (Mobile Information Device Profile), évoluent suffisamment et que les constructeurs se mettent d’accord sur un standard. “Pour l’instant, chacun y va de son implémentation propriétaire”, se plaint Yann Mondon, le directeur de la communication d’In-Fusio. Voilà pourquoi cette société met en avant sa technologie ExEn, une machine Java optimisée pour le jeu, dont la prochaine mouture, prévue pour la fin de l’année, proposera un moteur 3D dédié, des fonctions sonores et multi-joueurs avancées ainsi que des animations Flash. Si Alcatel, Panasonic, Siemens, Sagem, Philips et Trium ont intégré ExEn sur leurs appareils, d’autres constructeurs comme Nokia ou Motorola y sont rétifs. Mais, à terme, tout ce petit monde devrait utiliser les mêmes technos et la 3D se généralisera. Quant aux jeux multijoueurs, ils s’apprêtent à débarquer : Gameloft met la dernière touche à une nouvelle version de Splinter Cell qui permet de jouer à plusieurs en mode coopératif. Elle sera disponible à Noël sur la N-Gage de Nokia, un hybride de téléphone et de console de jeu, dotée d’une connexion Bluetooth. A.M.

Gameloft, l’éditeur de jeux sur mobiles, prépare une version 3D du jeu XIII. inspiré de la célèbre bande dessinée, pour la fin de l’année.




Nightmare Creatures 3 : a unique video game !

Apr. 19th, 2002 14:31 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/7 — updated on Nov. 12th, 2018 20:06 exists for 23 years & 2 weeks ago - .

Want to play the best action/adventure game ever ? Have a look at Nightmare Creatures 3, the game we were creating!

Here is the team posing for the last time, having to stop the project at Kalisto:

Have a look at the 2 months of hard work we put in this 2001 ECTS demo — this is the Xbox version:

Some of the characters you would have met during the adventure:

Press coverage




Nightmare Creatures 2 : Crowley's back!

June. 10th, 2000 02:23 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/237 — updated on Nov. 12th, 2018 20:47 exists for 24 years & 10 months ago - .

NC2 is a video game developped from early 1998 to year 2000 with a team composed of experienced people, most of them coming from the previous opus team: Nightmare Creature 1.

NC2 is an action­/­beat’em up game designed and developped at Kalisto Entertainment in France for Universal / Konami and released on Sony PlayStation and Sega Dreamcast consoles.

The title is nicely sustained by Rob Zombie's action songs.

Featuring Adam Crownley, the Scientist who wants to take over the world. Will Wallace defeat the Great Bad finally?




What is a milestone?

May 15th, 2000 02:42 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/286 — updated on Nov. 13th, 2018 01:08 exists for 24 years & 11 months ago - Photo: Stéphane de Luca.

You certainly are a player; and possibly are one out of the 2 million people around the world who's alrea y played NC2… But did you ask yourself what it has cost to the team in term of efforts ? Hard work, days and nights for your own fun! That's entertainment.

I let you look at some milestones moments: Joking is always something we used to decrease the stress leve cumulated over the days before the release of the milestone…

The result of such an effort is the CD set in a jewel box unroll the story and enjoy the game...




Commando

Sept. 10th, 1998 02:41 by Stéphane de LucaPermalink | TrackBack: https://stephanedeluca.com/trackback/239 — updated on Nov. 13th, 2018 02:46 exists for 26 years & 7 months ago - .

Commando is the video game I developped from October 1997 to September 1998 with a very small team.

The project started with the development of a prototype of the game that we developped in only 3 months.

Commando is a military action game designed and developped at Virtual Studio in France for Namco Japan on Sony PlayStation.
I started the project for some weeks when Pavlos Germidis joined me for what I believe was a great adventure.
In addition to driving the project, as always I did the 3D engine, tools and game programming while Pavlos Germidis brought the artwork design and the story pitch; he also did—by his own—the nice CGI which introduces the game.
Pips did the 3d realtime modelling and texture design based on Pavlos’ bio designs.

Many trips to Japan was required in order to aggree on the right game design and technical features to be developped, and—obviously—all the financials terms. The contract was signed in Tokio at the Namco building.

You can see me below, with the white shirt and Namco's CEO and its team:

You can see Pavlos on the right and me during the commando project:




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