A controller based gaming service for those who do not have a console and want a fun multiplayer gaming experience on a bigger screen
While working with socket TCP tranmission, packet loss was causing program crashes. Handling and processing data from two users simulatenously was a challenge. Running multiple threads created many unexpected outcomes that were tough to diagnose as there were 4 threads running in parallel , some of them linking to others. Setting up and building a native react app to read sensor data proved to be a challenge. Working with and integrating multiple pygame spirites, groups and components produced many bugs. One such sneaky bug was a logic error in coding the boundary condition of spirites. This led to spirites disappearing off from the screen. Setting up collision detection between pygame components was also difficult. Another problem was working with raw sensor data, which was often not producing the desired motion and needed to be optimized first.
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