• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 01:14
CET 07:14
KST 15:14
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down21ISSL (IntoTheTV x SOOP SC2 League): Premier7Weekly Cups (October 12-18): 5.0.17 era begins1[$1250] International ShieldBattery League100
StarCraft 2
General
No more SC2 streamers on team liquid? How do you feel about the mass reverts in the 5.0.17 PTR? Behind the Blue - Team Liquid History Book 5.0.17 Patch Notes - October 7, 2026 Evil Geniuses - shutting down
Tourneys
WardiTV Mondays ISSL (IntoTheTV x SOOP SC2 League): Premier Stellar Fest TWO the Moon (Dec 16-20) Sparkling Tuna Cup - Weekly Open Tournament RSL goes to London! 2026 Offline Finals Nov 21-22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[D] the control group Simple Questions/Answers [G] How to playtest arcade maps [A] Nemrods 1/4 players
External Content
Mutation # 550 Graveyard Shift The PondCast: SC2 News & Results Mutation # 549 Endless Sparkles Mutation # 548 Shining Bright
Brood War
General
Rollback Netcode in Brood War How SKT1 S-Tiers Felt To Be Swept By Flash Top Players of October 2026 (EBPD Rankings) BW General Discussion Sagi.gg Launcher Released
Tourneys
[$1250] International ShieldBattery League [Megathread] Daily Proleagues 2v2v2v2 Tournament Stage 1: Community Poll [IPSL] IPSL Winter 26-27 Ro24 is HERE!
Strategy
50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy) Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Deus Ex 3!? Mobile Legends: Bang Bang Armies of Exigo - YesYes?
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Men's Fashion Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread The Chess Thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11120 users

The Big Programming Thread - Page 23

Forum Index > General Forum
Post a Reply
Prev 1 21 22 23 24 25 1032 Next
Thread Rules
1. This is not a "do my homework for me" thread. If you have specific questions, ask, but don't post an assignment or homework problem and expect an exact solution.
2. No recruiting for your cockamamie projects (you won't replace facebook with 3 dudes you found on the internet and $20)
3. If you can't articulate why a language is bad, don't start slinging shit about it. Just remember that nothing is worse than making CSS IE6 compatible.
4. Use [code] tags to format code blocks.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
November 12 2010 15:42 GMT
#441
Hi, third year CS student

Been fidling a little bit with C# client-server chat application. It's np, working great, and I am now looking to extend it with voice chat, but I dont have the slightest idea how to do it -- dosn't seem to be any native audio libraries in C#, now that they have ditched DirectX support (I am using .net framework 4, so VS2010).

I have read abit about the Microphone class from XNA 4, which works if I am creating a XNA windows game, but I am not, I just want to utilize the microphone class but there's 0 documentation / examples on the net that does not use a Game client or Silverlight.

I have googled this stuff and read many pages but all of them are either about directx (which is not supported anymore), 2005ish articles which are outdated, or they just contain a binary and no sourcecode.

Does anyone have any idea what to do? I've been thinking about tryint to rewrite it in C++ but I love the native libraries and functions in C#, it's sweet to program in it.
England will fight to the last American
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
November 13 2010 15:05 GMT
#442
I have a question, please dont laugh at me: how to make a new line in a text file in Java so that it works both in Windows and Linux?

I've this piece of code, where I append the \n char to make a new line in a string which will be saved to a text file eventually. It works on Linux, but on Windows I would have to use \r\n (or \n\r, dont really remember).


for(DBRow r : this.getRows()) {
for(DBColumn c : r.getColumns()) {
str += c.getValue() + "&";
}

StringBuffer buff = new StringBuffer(str);
buff.setCharAt(str.lastIndexOf("&"), '\n');

str = buff.toString();
}
"When the geyser died, a probe came out" - SirJolt
10or10
Profile Blog Joined March 2010
Sweden517 Posts
Last Edited: 2010-11-13 15:14:45
November 13 2010 15:13 GMT
#443
On November 14 2010 00:05 fabiano wrote:
I have a question, please dont laugh at me: how to make a new line in a text file in Java so that it works both in Windows and Linux?

I've this piece of code, where I append the \n char to make a new line in a string which will be saved to a text file eventually. It works on Linux, but on Windows I would have to use \r\n (or \n\r, dont really remember).


for(DBRow r : this.getRows()) {
for(DBColumn c : r.getColumns()) {
str += c.getValue() + "&";
}

StringBuffer buff = new StringBuffer(str);
buff.setCharAt(str.lastIndexOf("&"), '\n');

str = buff.toString();
}

You can use:

System.getProperty("line.separator");

It returns a new line character as a string for the current platform
|| @10or10 || 이영호 이제동 - 화이팅 ^^ ||
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
November 13 2010 15:20 GMT
#444
@KaiserJohan
There are several question on Stackoverflow about C# and audio. http://stackoverflow.com/questions/3924178/real-time-audio-playback-from-mic-c/ should contain what you want.

As codec you'll want to use Speex. There is CSpeex, a C# port of Speex (Afaik it supports both encoding and decoding) and probably there are some wrappers of the c library too.
LiquipediaOne eye to kill. Two eyes to live.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
November 13 2010 15:21 GMT
#445
Had to tweak my code a little, but it worked flawlessly.

Thanks!
"When the geyser died, a probe came out" - SirJolt
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
November 13 2010 16:24 GMT
#446
Hey gang,

I've been working on a game recently, a grid based strategy game focusing on good performance, but now I've started working on pathing, since I want something like workers responding to clicks, and the performance is taking a hit. If it's just corridors, it's easy, big O of 1 most of the time, but once I start working with open spaces, it gets alot more complicated trying to find the shortest path with the least amount of work.

I'm trying out a couple of different methods of going about this right now, but in the meantime I thought I'd ask if anyone can recommend a good book or something concerning 2d pathing? Below is a screenshot of a potential stage, with a example start and end marker placed.

[image loading]
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
Last Edited: 2010-11-13 16:45:18
November 13 2010 16:44 GMT
#447
I suppose adjacent cells are the only moves possible? In which case it's pretty sparsely connected, so Dijkstra's should do fine. (See the wikipedia page here.)
Compilers are like boyfriends, you miss a period and they go crazy on you.
MisterD
Profile Blog Joined June 2010
Germany1338 Posts
November 13 2010 16:44 GMT
#448
Read up on dijkstras algorithm and the A* (a star) thingy (might be called different in english, but should be linked). Basically, just put a graph grid over your map and connect the graph nodes with edges if you can walk from one to the other, then just perform the shortest distance algorithm on that graph with the entities position as starting node and the target as target node.
Gold isn't everything in life... you need wood, too!
10or10
Profile Blog Joined March 2010
Sweden517 Posts
November 13 2010 16:54 GMT
#449
As MisterD says A* is the way to go when you have a grid-based static layout.
http://en.wikipedia.org/wiki/A*
|| @10or10 || 이영호 이제동 - 화이팅 ^^ ||
RoTaNiMoD
Profile Blog Joined January 2004
United States558 Posts
November 13 2010 16:58 GMT
#450
Osmoses:

I recall reading in a game programming book a long time ago a solution for exactly the sort of problem you describe. Number the destination tile as 0. Then number any tiles adjacent to the destination tile as 1. Number any tiles that a 1 could move to -- other than 0 -- a 2. Repeat until you have numbered your Hero's current tile. Then as long as the hero moves to a smaller numbered tile than his current one every move, he is on a correct path. A benefit is that equal paths have equal likelihood instead of arbitrarily having to decide which path your algorithm will take.

Your example grid would look like this:
[image loading]



I think this could be what you are looking for... let us know.
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
November 13 2010 17:03 GMT
#451
That would be a simplified version of Dijkstra's, and it works fine for this purpose. Just make sure you have an efficient way of determining what cell is connected to another, or you'll jump to O(n^3) time (maintain sets of visited, unseen, and fringe nodes).
Compilers are like boyfriends, you miss a period and they go crazy on you.
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
Last Edited: 2010-11-13 17:27:12
November 13 2010 17:23 GMT
#452
When normal A* is not enough you can use a better heuristic. For example you could divide the map into (walkable) subregions, and pre-calculate the minimal travel-time between each region which you then use to fuel the heuristic used in A*.
But in your simple example(really small level) both A* and Dijkstra should be fast enough. And Dijkstra is a lot simpler to implement.
LiquipediaOne eye to kill. Two eyes to live.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
November 13 2010 18:32 GMT
#453
On November 14 2010 00:20 MasterOfChaos wrote:
@KaiserJohan
There are several question on Stackoverflow about C# and audio. http://stackoverflow.com/questions/3924178/real-time-audio-playback-from-mic-c/ should contain what you want.

As codec you'll want to use Speex. There is CSpeex, a C# port of Speex (Afaik it supports both encoding and decoding) and probably there are some wrappers of the c library too.


That is amazing, thanks alot, it was just what I was looking for!

NAudio seems like a really nice library.
England will fight to the last American
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
Last Edited: 2010-11-13 23:16:25
November 13 2010 19:38 GMT
#454
On November 14 2010 01:58 RoTaNiMoD wrote:
Osmoses:

I recall reading in a game programming book a long time ago a solution for exactly the sort of problem you describe. Number the destination tile as 0. Then number any tiles adjacent to the destination tile as 1. Number any tiles that a 1 could move to -- other than 0 -- a 2. Repeat until you have numbered your Hero's current tile. Then as long as the hero moves to a smaller numbered tile than his current one every move, he is on a correct path. A benefit is that equal paths have equal likelihood instead of arbitrarily having to decide which path your algorithm will take.

Your example grid would look like this:
[image loading]



I think this could be what you are looking for... let us know.

Wow. I'm seriously humbled here folks, thanks alot for your help! I had found the djikstra wiki page before, but I didn't know how to apply it to a grid where all the nodes were connected by a distance of 1. Just before I came here I had thought up what I felt was a somewhat accurate implementation of djikstra:

[image loading]

My idea was to keep track of all the corners with nodes, since corners are the key turning positions for units, and then just calculate the path from node to node to end and get the combination of nodes that offered the shortest path. Since start and end could be in the middle of large areas, they would generate an additional node themselves, by going in the direction of each other until they hit a wall.

[image loading]

Gotta say though, I like the simple thing with incremented numbers much better. Thanks for actually taking the time to draw me a picture, Rotanimod, I really appreciate it =)

edit: oops, missed two corner nodes, but whatever you get the picture

edit: just got it working, thanks again <3
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
MasterOfChaos
Profile Blog Joined April 2007
Germany2896 Posts
November 16 2010 09:21 GMT
#455
Osmoses:
Your idea isn't bad. Tricks similar to this one are useful if either the grid has a high resolution/is large and thus normal A*/Dijkstra become too slow, or if you want to allow movement in arbitrary directions. It is quite a bit harder to implement though.
LiquipediaOne eye to kill. Two eyes to live.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
November 16 2010 12:50 GMT
#456
Got a C#/general question:

Consider I have a custom class,

public class test {
private int a,b;
private string c;

<get / set functions, and also serialize/deserialize methods so I can stick it the class object into a byte[] and send it over a socket>
}

The problem is whenever I receive data on the other side, an event is triggered executes a receieve function which reads the data from a buffer and deserializes it back into my custom class test -- however, sometimes when I read from the buffer, number of bytes equals to 1½ or 2 classes might've been in the buffer already so when I deserialize, it deserializes into 1 complete class object, but throws the rest of the data away, so I dont get complete information.

The solution would be to know how big the class is, so I can only read from the buffer up to a certain index.... but does the size of the class object vary with the size of its variables?
For example, would string c = "kekeke" generate a smaller object than c= "kekekeekkeekeke"? In that case, how do I know how much to read form the buffer?
England will fight to the last American
mcc
Profile Joined October 2010
Czech Republic4646 Posts
November 16 2010 13:26 GMT
#457
On November 16 2010 21:50 KaiserJohan wrote:
Got a C#/general question:

Consider I have a custom class,

public class test {
private int a,b;
private string c;

<get / set functions, and also serialize/deserialize methods so I can stick it the class object into a byte[] and send it over a socket>
}

The problem is whenever I receive data on the other side, an event is triggered executes a receieve function which reads the data from a buffer and deserializes it back into my custom class test -- however, sometimes when I read from the buffer, number of bytes equals to 1½ or 2 classes might've been in the buffer already so when I deserialize, it deserializes into 1 complete class object, but throws the rest of the data away, so I dont get complete information.

The solution would be to know how big the class is, so I can only read from the buffer up to a certain index.... but does the size of the class object vary with the size of its variables?
For example, would string c = "kekeke" generate a smaller object than c= "kekekeekkeekeke"? In that case, how do I know how much to read form the buffer?

First small naming thingie, you worded it incorrectly I would say, because size of the variable is size of the type of that variable, so for string variable size of that variable is size of the String class. You meant to ask if size of the class object vary with different values of its variables.

It kind of depends what you mean by size of the class object. Size of the class object itself is determined by the class declaration, so it is fixed. In your case variables a and b contribute 4 bytes to the size of the object, variable c contributes 4/8 bytes depending on your architecture (32 vs 64 bits) because string is basically a pointer(reference). Then you add the overhead and you have size of the class object.
But for serialization/deserialization you are not interested only in the size of one object, but all objects that it references, in your case size of test and size of String.
mcc
Profile Joined October 2010
Czech Republic4646 Posts
November 16 2010 13:46 GMT
#458
On November 16 2010 21:50 KaiserJohan wrote:
Got a C#/general question:

Consider I have a custom class,

public class test {
private int a,b;
private string c;

<get / set functions, and also serialize/deserialize methods so I can stick it the class object into a byte[] and send it over a socket>
}

The problem is whenever I receive data on the other side, an event is triggered executes a receieve function which reads the data from a buffer and deserializes it back into my custom class test -- however, sometimes when I read from the buffer, number of bytes equals to 1½ or 2 classes might've been in the buffer already so when I deserialize, it deserializes into 1 complete class object, but throws the rest of the data away, so I dont get complete information.

The solution would be to know how big the class is, so I can only read from the buffer up to a certain index.... but does the size of the class object vary with the size of its variables?
For example, would string c = "kekeke" generate a smaller object than c= "kekekeekkeekeke"? In that case, how do I know how much to read form the buffer?

Ahh, I didn't notice your last question
String c = "kekeke" generates object of the same size as c= "kekekeekkeekeke", but that is because the actual "string" is not stored within the object, rather that object contains pointer to the memory storing the "string".

But as I said in serialization/deserialization size of the object is not the only thing you need, you need also sizes of referenced objects and size of memory blocks referenced by those, and that is not fixed. So basically if you do not send size of deserialized object along with the data, you cannot know beforehand how big a chunk of the buffer you need. You would need to parse the buffer yourself to determine where one deserialized object ends and another begins.

Sorry if the formulation is not clear, if this is so, hopefully someone else will put it more clearly. This case is one reason I think all programmers should know C/C++ (or some other language with pointers). Because C#, Java, PHP, .... shelters you from pointers, but they are actually there all the time, and many things make so much more sense when you know that. /end of rant
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
Last Edited: 2010-11-16 14:23:04
November 16 2010 14:12 GMT
#459
Thats the fun with binary transfer. There are three common solutions for this with different places where they can be used:

1. Preceed the chunk of data with the bytes required to deserialize the object, so after serialization read the number of bytes, send the number of bytes followed by the serialized data. When reading, first read the first Bytes (depending on how many you used to represent the length, common are 4 bytes (a full Int32)), then read the number of bytes until you have enough, deserialize and continue from the beginning.
Advantages: Relatively easy to implement and quite reliable.
Disadvantage: You can not directly serialize into the stream, you first have to store it into memory, get the length and then write it. Problematic with big datasets

2. Use stop-signs. Stop signs (not sure about the correct term, it's been a while) are multiple bytes that represent the end of a chunk, for example if you define 0xFFFFFFFF as stop bytes then you read until you find those 4 bytes and serialize everything up until this point.
Advantages: You can transfer a full chunk, send the 0xFFFFFFFF, then transfer the next chunk.
Disadvantages: Doesn't work for data that could contain any value (so just about all binary data doesn't work)

3. Use fixed size data. Define that every object requires exactly x bytes, if it requires less than that then use serialization-neutral padding (often only works for text serialization like JSON or XML where you pad with spaces).
Advantages: No need to count bytes at all, just take x bytes from the buffer and deserialize it.
Disadvantages: Possibly a lot of overhead since you have to use the biggest possible size and pad everything smaller to this.

Networking looks like a lot of fun... up until you understand that there is no guarantee that a send() results in exactly one recv()/read(), there can be multiple (partial) chunks of data in a single read() or even just a small part of a single dataset, depending on a hundred factors (system configuration, network device, OS, networking library, routers, proxys, ...). You have to define ways to know how much you got exactly and even if you got it working you suddenly get another case where you get only half the data you expect and the other half is still waiting in the buffer. At least with TCP you don't need to worry (that much) about corrupt or mixed up packages.

Did i mention the joy of having a n-to-1 architecture like a webserver where you have to manage 1000 or more connections at the same time (up to the point where one thread per connection becomes a _very_ bad idea).

For my last project i decided to skip all that networking stuff and the headaches it can cause and just used the HttpListener, though it was only a one-way communication (client sends request for data and gets data back from the server, server didn't send requests/commands to the client).

I really recommend finding a library that takes this problems away unless you love spending hours on it (it _is_ fun and i love it, but you _will_ get headaches from it at some point).
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
Last Edited: 2010-11-16 17:19:24
November 16 2010 16:54 GMT
#460
On November 16 2010 22:46 mcc wrote:
Show nested quote +
On November 16 2010 21:50 KaiserJohan wrote:
Got a C#/general question:

Consider I have a custom class,

public class test {
private int a,b;
private string c;

<get / set functions, and also serialize/deserialize methods so I can stick it the class object into a byte[] and send it over a socket>
}

The problem is whenever I receive data on the other side, an event is triggered executes a receieve function which reads the data from a buffer and deserializes it back into my custom class test -- however, sometimes when I read from the buffer, number of bytes equals to 1½ or 2 classes might've been in the buffer already so when I deserialize, it deserializes into 1 complete class object, but throws the rest of the data away, so I dont get complete information.

The solution would be to know how big the class is, so I can only read from the buffer up to a certain index.... but does the size of the class object vary with the size of its variables?
For example, would string c = "kekeke" generate a smaller object than c= "kekekeekkeekeke"? In that case, how do I know how much to read form the buffer?

Ahh, I didn't notice your last question
String c = "kekeke" generates object of the same size as c= "kekekeekkeekeke", but that is because the actual "string" is not stored within the object, rather that object contains pointer to the memory storing the "string".

But as I said in serialization/deserialization size of the object is not the only thing you need, you need also sizes of referenced objects and size of memory blocks referenced by those, and that is not fixed. So basically if you do not send size of deserialized object along with the data, you cannot know beforehand how big a chunk of the buffer you need. You would need to parse the buffer yourself to determine where one deserialized object ends and another begins.

Sorry if the formulation is not clear, if this is so, hopefully someone else will put it more clearly. This case is one reason I think all programmers should know C/C++ (or some other language with pointers). Because C#, Java, PHP, .... shelters you from pointers, but they are actually there all the time, and many things make so much more sense when you know that. /end of rant


@ mcc
No, the formulation is crystal clear. I've done a fair bit of C programming during my studies, such as constructing a small OS in MIPS assembler / C, so I know a fair bit about pointers and memory management, although I prefer high-level languages such as C#. While I have done some C I havn't done any c++ programming actually, the windows API scares me with all the gazillion function/initialization and stuff; it's not the actual problems concerning memory and pointers (and wierd debugging messages) but I guess I got to get around learning that someday..

I can imagine something like this might've been easier to do in C++ though funny enough, when it comes to serialization; I mean wouldn't it just be to point at the begining of the allocated memory for that object and send it over the socket? I guess it could be done in C# too, with the Marshall class (I think it allows unmanaged code like pointers)

@morfildur:
Out of all those 3, the first solution seems pretty sweet, I'm gonna have a go at it. Maybe second would work, but how do I know the serializer wont possibly add that chunk of 4 bytes?

I can feel your pain, debugging with my server app(since it's a client-server based chat, everything gets sent to server which redirects it to the other clients) is a pain with all the possible asynchronous calls for all the clients. I use TCP connection for this, but I'm thinking of adding a UDP socket for a networkstream for voice communication -- still wondering how that would work with encoding and decoding though, but maybe the provided decoder library would handle things such as end-markers for decoding for me...

But yes network programming is pretty fun to do atleast, I'm just making stuff for fun / practice, and a client-server chat/VOIP like mIRC+ventrilo combined is a good goal.
(wouldn't have any ideas about another field/type of program besides network programmign that could be a good practice? especially a c++ based app)


England will fight to the last American
Prev 1 21 22 23 24 25 1032 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
08:00
Enki Pro Series #9
Rogue vs ClassicLIVE!
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft463
Codebar 40
StarCraft: Brood War
Rain 2308
GuemChi 1251
Hyuk 325
ProTech192
Pusan 61
910 53
ZergMaN 39
Bale 39
Noble 21
ToSsGirL 15
[ Show more ]
yabsab 12
Force[name] 8
Icarus 7
Dota 2
NeuroSwarm204
League of Legends
JimRising 601
Counter-Strike
fl0m3424
Other Games
summit1g9741
XaKoH 493
C9.Mang0283
Mew2King86
Sick64
Organizations
Other Games
gamesdonequick587
Counter-Strike
PGL234
[ Show 15 non-featured ]
StarCraft 2
• practicex 28
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2455
League of Legends
• Rush1183
• Lourlo973
• Stunt353
Other Games
• Shiphtur376
Upcoming Events
Patches Events
6h 46m
PiGosaur Cup
18h 46m
Kung Fu Cup
1d 4h
Replay Cast
1d 16h
The PondCast
2 days
KCM Race Survival
2 days
OSC
2 days
IntoTheTV X SOOP
4 days
Reynor vs Solar
ByuN vs SHIN
Clem vs MaxPax
herO vs Rogue
WardiTV Invitational
4 days
IPSL
4 days
WorsT vs nOmaD
Dewalt vs andersOn
[ Show More ]
IntoTheTV X SOOP
5 days
WardiTV Invitational
5 days
IPSL
5 days
Azhi_Dahaki vs ggnore13
Double vs WIZARD
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-11-02
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026

Upcoming

1xBet Invitational
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.