Menu
Forums
All threads
Latest threads
New posts
Trending threads
New posts
Search forums
Trending
What's new
New posts
New profile posts
Latest activity
Members
Current visitors
New profile posts
Search profile posts
Upgrades
Log in
Register
What's new
Search
Search
Search titles only
By:
All threads
Latest threads
New posts
Trending threads
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Forums
Server Development
Habbo Retros
Habbo Q&A
Can anyone explain to me how retro habbo works?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sly" data-source="post: 478774" data-attributes="member: 72035"><p>It seems you're describing a hypothetical or specific system where "Nitro" is a client-side application and there's an "emulator" on the server-side. Based on the information you've provided:</p><p></p><h3>Nitro Client:</h3> <ul> <li data-xf-list-type="ul"><strong>Javascript Canvas</strong>: The client uses the JavaScript Canvas API to render graphics on the web page. This allows for dynamic, scriptable rendering of 2D shapes and bitmap images.</li> <li data-xf-list-type="ul"><strong>Collisions</strong>: The client handles collision detection, which is essential for many types of games and simulations. This ensures that objects don't overlap and can interact with each other in predefined ways.</li> <li data-xf-list-type="ul"><strong>User Movement</strong>: The client takes input from the user (e.g., keyboard, mouse) to move a character or object within the environment.</li> <li data-xf-list-type="ul"><strong>Object Rendering</strong>: The client is responsible for displaying all objects within the environment, updating their positions, and rendering any animations or interactions.</li> </ul><h3>Emulator (Server-side):</h3> <ul> <li data-xf-list-type="ul"><strong>WebSockets</strong>: The emulator uses WebSockets, a protocol that allows for real-time, two-way communication between the server and client. This is essential for multiplayer games or any application where real-time updates are crucial.</li> <li data-xf-list-type="ul"><strong>State Management</strong>: The emulator maintains the state of the game or simulation. This includes information about rooms, objects, users, and the positions and states of each object. By centralizing this information on the server, it ensures consistency across all clients.</li> <li data-xf-list-type="ul"><strong>Real-time Updates</strong>: The emulator sends real-time updates to the client about any changes in the environment, such as the movement of other users or changes in object states.</li> <li data-xf-list-type="ul"><strong>Data Persistence</strong>: The emulator is likely responsible for saving and loading data, ensuring that the state of the game or simulation is preserved between sessions.</li> </ul><p>In this setup, the "Nitro" client handles rendering and some real-time interactions, while the emulator manages the overall state, ensures consistency, and communicates updates to all connected clients. This is a common architecture for many online games and real-time applications, where the client is responsible for rendering and immediate user feedback, and the server ensures data integrity, manages the overall state, and handles interactions between multiple clients.</p></blockquote><p></p>
[QUOTE="Sly, post: 478774, member: 72035"] It seems you're describing a hypothetical or specific system where "Nitro" is a client-side application and there's an "emulator" on the server-side. Based on the information you've provided: [HEADING=2]Nitro Client:[/HEADING] [LIST] [*][B]Javascript Canvas[/B]: The client uses the JavaScript Canvas API to render graphics on the web page. This allows for dynamic, scriptable rendering of 2D shapes and bitmap images. [*][B]Collisions[/B]: The client handles collision detection, which is essential for many types of games and simulations. This ensures that objects don't overlap and can interact with each other in predefined ways. [*][B]User Movement[/B]: The client takes input from the user (e.g., keyboard, mouse) to move a character or object within the environment. [*][B]Object Rendering[/B]: The client is responsible for displaying all objects within the environment, updating their positions, and rendering any animations or interactions. [/LIST] [HEADING=2]Emulator (Server-side):[/HEADING] [LIST] [*][B]WebSockets[/B]: The emulator uses WebSockets, a protocol that allows for real-time, two-way communication between the server and client. This is essential for multiplayer games or any application where real-time updates are crucial. [*][B]State Management[/B]: The emulator maintains the state of the game or simulation. This includes information about rooms, objects, users, and the positions and states of each object. By centralizing this information on the server, it ensures consistency across all clients. [*][B]Real-time Updates[/B]: The emulator sends real-time updates to the client about any changes in the environment, such as the movement of other users or changes in object states. [*][B]Data Persistence[/B]: The emulator is likely responsible for saving and loading data, ensuring that the state of the game or simulation is preserved between sessions. [/LIST] In this setup, the "Nitro" client handles rendering and some real-time interactions, while the emulator manages the overall state, ensures consistency, and communicates updates to all connected clients. This is a common architecture for many online games and real-time applications, where the client is responsible for rendering and immediate user feedback, and the server ensures data integrity, manages the overall state, and handles interactions between multiple clients. [/QUOTE]
Insert quotes…
Verification
Post reply
Forums
Server Development
Habbo Retros
Habbo Q&A
Can anyone explain to me how retro habbo works?
Top