PSF-LoginServer | Emulated PlanetSide 1 world and login server by the PSForever project | Game Engine library

 by   psforever Scala Version: Current License: GPL-3.0

kandi X-RAY | PSF-LoginServer Summary

kandi X-RAY | PSF-LoginServer Summary

PSF-LoginServer is a Scala library typically used in Gaming, Game Engine, Minecraft applications. PSF-LoginServer has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

Welcome to the recreated login and world servers for PlanetSide 1. We are a community of players and developers who took it upon ourselves to preserve PlanetSide 1's unique gameplay and history forever. The login and world servers (this repo runs both by default) are built to work with PlanetSide version 3.15.84.0. Anything older is not guaranteed to work. Currently, there are no binary releases of the server as the state is pre-alpha. You will need to have a development environment set up in order to get it running. If you just want to play, you don't need to set up a development environment. Join the public test server by following the PSForever Server Connection Guide, which has the instructions on downloading the game and using the PSForever launcher to start the game.
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    Quality
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            kandi-support Support

              PSF-LoginServer has a low active ecosystem.
              It has 66 star(s) with 47 fork(s). There are 18 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 29 open issues and 187 have been closed. On average issues are closed in 409 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of PSF-LoginServer is current.

            kandi-Quality Quality

              PSF-LoginServer has 0 bugs and 0 code smells.

            kandi-Security Security

              PSF-LoginServer has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              PSF-LoginServer code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              PSF-LoginServer is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              PSF-LoginServer releases are not available. You will need to build from source code and install.
              Installation instructions, examples and code snippets are available.
              It has 120788 lines of code, 5334 functions and 1081 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

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            PSF-LoginServer Key Features

            No Key Features are available at this moment for PSF-LoginServer.

            PSF-LoginServer Examples and Code Snippets

            No Code Snippets are available at this moment for PSF-LoginServer.

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:

            ...

            ANSWER

            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:

            ...

            ANSWER

            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.

            Source https://stackoverflow.com/questions/71328720

            QUESTION

            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:

            ...

            ANSWER

            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.

            Source https://stackoverflow.com/questions/71180866

            QUESTION

            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.

            ...

            ANSWER

            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.

            Example:

            Source https://stackoverflow.com/questions/71100649

            QUESTION

            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.

            ...

            ANSWER

            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.

            Source https://stackoverflow.com/questions/71010816

            QUESTION

            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:

            ...

            ANSWER

            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:

            Source https://stackoverflow.com/questions/71003599

            QUESTION

            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!

            ...

            ANSWER

            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:

            Source https://stackoverflow.com/questions/70903111

            QUESTION

            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:

            ...

            ANSWER

            Answered 2022-Jan-21 at 00:26

            YourGraphic.setScrollFactor(0,0);

            Source https://stackoverflow.com/questions/70794747

            QUESTION

            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?

            ...

            ANSWER

            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight

            Source https://stackoverflow.com/questions/70139918

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install PSF-LoginServer

            PSF-LoginServer is writen in Scala and built using sbt, which allows it to be built on any platform. sbt is the Scala version of Make, but is more powerful as build definitions are written in Scala. sbt is distributed as a Java JAR and the only dependency it has is a JDK. Follow the quick instructions on Scala's home page to get a working development environment and come back when you are done. In order to compile scala, scalac is used behind the scenes. This is equivalent to Java's javac, but for the Scala language. Scala runs on top of the Java Virtual Machine, meaning it generates .class and .jar files and uses the java executable. Essentially, Scala is just a compiler that targets the JVM, which is its runtime. All of this runs in the background and is packaged automatically by your IDE or sbt, which automatically downloads the right version of the Scala compiler for you. If you have Docker and docker-compose installed on your system, you can get a complete development environment up by running docker-compose up in the source code directory. Otherwise, keep reading.
            The Login and World servers require PostgreSQL for persistence. The default database is named psforever and the credentials are psforever:psforever. To change these, create a configuration file at config/psforever.conf. For configuration options and their defaults, see application.conf. The database user will need ALL access to tables, sequences, and functions. The permissions required can be summarized by the SQL below. Loading this in requires access to a graphical tool such as pgAdmin (highly recommended) or a PostgreSQL terminal (psql) for advanced users. To get started using pgAdmin, run the binary. This will start the pgAdmin server and pop-up a tab in your web browser with the interface. Upon first run, enter your connection details that you created during the PostgreSQL installation. When connected, right click the "Databases" menu -> Create... -> Database: psforever -> Save. Next, right click on the newly created database (psforever) -> Query Tool... -> Copy and paste the commands below -> Hit the "Play/Run" button. The user should be created and made owner of the database. NOTE: applying default privileges after importing the schema will not apply them to existing objects. To fix this, *you must drop all objects and try again or apply permissions manually using the Query Tool / psql. The server will automatically apply the latest schema. Migrations can also be applied manually using the Flyway CLI. Existing databases before the introduction of migrations must be baselined using the flyway baseline command.
            Windows - Official Downloads
            Linux - Debian or Ubuntu
            macOS - Application https://www.postgresql.org/download/ (or brew install postgresql && brew net.psforever.services start postgresql)

            Support

            Using sbt, you can generate documentation all projects using sbt docs/unidoc. Current documentation is available at https://psforever.github.io/PSF-LoginServer/net/psforever/index.html.
            Find more information at:

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            CLONE
          • HTTPS

            https://github.com/psforever/PSF-LoginServer.git

          • CLI

            gh repo clone psforever/PSF-LoginServer

          • sshUrl

            git@github.com:psforever/PSF-LoginServer.git

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