Options for Multiplayer games graphics running on the server - graphics

What options are there to run a simple multiplayer game (like 10 players) but with high end graphics via the server. Is it possible and realistic?
As I understand it a dedicated server don't take care of the graphics? Does the graphics always need to be on the client/local side?
Can you setup a dedicated server with graphics cards?
If possible, would it totally drain the internet connection, would the screen be lacking?
Alternative can it work in a lan setup?
If a game usually need a high end graphics card, would it then on the server need 10x graphics cards for 10 players?

Graphics card is used to give Visual effect in order to make game more attractive to players. But server just need to do the logic thing, there is no need to have any graphics card.

Related

How to route microphone & speaker audio between virtual machines?

I'm trying to create an interactive voice-tree for an art project. Think of something like a choose-you-own-adventure, but on the phone and with voice commands. I already have a fair amount of experience working with Construct 2 (game-making software), and can easily build a branching, voice controlled interaction loadable through a modern browser with it. For reasons relevant to the overall story, I need players to connect to the interaction through a Google Voice number they will call.
I already have a GV number and have written an AutoHotKey script to auto-answer the Hangouts call, but I'm stuck trying to route the audio from the caller in Hangouts to the browser AND the audio response output of the browser back to the caller.
I know of an extremely primitive way to accomplish this, [which I've illustrated with this diagram:
Unfortunately, this is rather cumbersome and I suspect I can achieve my goal through virtualization or at the VERY least some sort of attenuation cables between two physical machines (I tried running a generic AUX cable between two laptops, but couldn't get speaker audio to go into microphone audio from one to the other).
I've been experimenting on Parallels running Windows 8.1 with Virtual Audio Cable(no luck), JACK(too robust), Chevolume(too limited), and IndieVolume(too limited).
I suspect VAC would be the best bet, but I can't seem to find a way to route Firefox audio output to a microphone input which directs to Chrome and vice versa. If I try accomplishing it all through just one virtual machine I have to use two different browsers for the voice-tree webpage and Hangouts call since Hangouts pushes its audio through Chrome (even the stand-alone application).
Is there any way to route microphone input and speaker output separately between two virtual machines? If not, could I still try and accomplish this with a specific type of cables between two laptops running windows 7/8 that have generic audio jacks?

Installing a gpu card in a dell poweredge

Im trying to accomplish the same thing nvida does in their video http://www.youtube.com/watch?v=6nyg2kZfF5A&noredirect=1 where they are able to play games streaming from the computer. Im not quite sure how they do this except from the fact that they use splashtop (I will be using vmware or xen). If anybody knows the configuration that would be great. I am going to try to accomplish this on a dell poweredge r200 quad-core xeon 3.0ghx with 8gb ram. But I would like to add the gaming capability to the stream.
Why not just use Splashtop?
It's the best stream your desktop pieces of software out there.
You need to have the splashtop client on your computer and tablet. You can use a google account with splashtop to easily connect your devices.
I HIGHLY recommend instead of looking for "another" way, just go with the best way. If you want more info about splashtop and how to set it up comment and I will add to this answer.
If you are asking what kind of desktop do you need to be able to stream games to a tablet I need more details about your desktop.

Controlling an Arduino over the web with the lowest latency

I have an Arduino board in a location, and a webserver.
I also have a website that is supposed to control the Arduino. What technique would allow users to take control of the Arduino board with the least amount of latency?
I have Node.js, socketserver, Jabber in mind to experiment with, but is this the right direction?
You should have a look at Socket.IO for implementing WebSockets on server- and client-side.
There's a great project called duino for accessing Arduino with Node.js, you "only" have to pipe all communication through WebSockets.
Update: In the meantime I have published a framework for sending commands to an Arduino with Node.JS, JavaScript and WebSockets. Make sure to have a look at Noduino!
I had good luck using node-serialport to talk to the Arduino. Using the serial port results in very low latency, and I used it to build a photobooth. The code is on GitHub if you want to check it out, though it's very poorly organized as I was rushing to get this done for my wedding and well... corners were cut.

Wireless protocol for accelerometer data

I'm building an application where a mobile phone with an accelerometer is used to control an app on a computer in a similar way you would use a mouse. So I need to send the movement from the phone to the computer over some wireless protocol. I am thinking about using Bluetooth but I am not sure what transfer delay to expect. Another possibility is using 802.11g. What do you think? What delay could I expect given that I don’t hit the bandwidth limit?
I worked with a group at Motorola who linked up an external accelerometer pack to a mobile phone using Bluetooth. This work supported a mobile games development class at USC's GamePipe Laboratory, and the speed was sufficient to control the mobile games developed by the students. You'll need to make sure your handset's Bluetooth stack has the correct profile enabled to allow data communication.
Another advantage of Bluetooth over 802.11g is that the frequency hopping Bluetooth uses will make it less vulnerable to interference by all the other 802.11 devices in the vicinity, which sit on one frequency.
I wouldn't expect the amount of data sent by an accelerometer would give Bluetooth any problems.

Phases for mobile game development

I'm currently thinking of developing chess code with multi-player facility connected and played via bluetooth. For that I need to chalk out the phases, i mean systematic modules, that I should follow to develop the game. If anyone can state it or have any link that can help it out, it would be great.
Another thing I am developing this in J2ME, so can anyone give me an idea about the way to connect the game in two mobile devices through bluetooth in J2ME. I mean to say the class or file that is used to connect the gaming devices.
For the second part of your question: you need to make an SPP (serial) connection between the two devices, with one acting as a client and the other as a server; see this tutorial for more information.
Then you need to create your own protocol to allow the two devices to communicate everything they need to.
This will only work on handsets with JSR 82.

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