Update 4/19/08: make sure you have rake 7.x instead of the newer 8.x version!
Update 6/7/08: It does work with the latest Rake! please make sure you don't have a file in your folder whose name has a parentheses or a space when creating the WAR file.
It is possible to deploy a jruby on rails application on both Glassfish and Tomcat. Make sure you read the Goldspike wiki and follow all the directions. Also make sure that you create a project WIHTOUT support for war deployment and instead install the goldspike manually. Also make sure your application works in production mode in Mongrel before you try to deploy it, that will save you a lot of time chasing ghost errors (both Glassfish and Tomcat are not very good spewing rails related errors). Also make sure that all your files are being deployed and that if you refer to any file in your application folder you use the RAILS_ROOT constant to get the absolute path. I was opening a file using a relative path, the file was on the root folder of the application, but when it ran in Glassfish, it could not find the file. I had to change my references to the file as RAILS_ROOT + '/' +'thefileiwasopening.txt' instead of just 'thefileiwasopening.txt'.
One last thing, make sure you have your JDBC connectors jar files in the lib folder of the Web-inf folder (may need to put them there manually yourself).
Construct2 can use websockets to send and receive messages between games. By using socket-io , we can use a Node.js script as the server and my modification to the socket-io plugin for Construct2 to allow the games to synchronize data between them in real-time. There are two parts to this design: the Node.js server and the Construct2 clients (the games playing). The main part of building an online multiplayer HTML5 game is to plan: how the clients will communicate how often and what to communicate how much of the logic will go into the server and how much to the client. In my sample game, I chose to have each client own a player and have the server just relay messages: Use string messages in the form TypeOfMessage, Parameter1, Paremeter2, Parater3, etc to communicate. Have the clients send their player position about 16 times a second. Whenever their player shoots, the client needs to send a message immediately. Almost all of the game logic will...
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