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<0> http://sharko.sleazysoft.com
<0> since you mention it
<1> don't forget the fish... after all you started the bird flu thing just to promote more fish.
<1> Mercury, It might kill ya! thats the solgan right?
<2> omg haha what a great game
<0> actually Narris, i think it was "Wow this version of pong sux"
<3> lol
<0> i like porno
<3> yes
<3> is it safe to put 2 power supplies in 1 pc?
<3> :D
<0> sure
<0> why the hell not
<3> what happens if 1 dies
<3> lol
<3> im trying to find out why my p4 keeps dying



<3> it keeps losing power
<0> redundant psu's aren't as far fetched as it may sound
<3> and I think its because my video card is hogging it
<4> i used to use two
<4> one for mainboard and one for hard drives
<4> they were both 250 watt'ers :)
<3> if you lost power on the mobo one, your hd one would still be on
<3> couldnt that damage them>
<0> yeah they'd detonate
<0> instantly
<3> lol
<3> like, what if i hook up my video card to its own power supply
<0> doing 32 fire damage in a 30 foot radius
<3> lol
<4> yup i had the fire dept on speed dial
<4> thats cause i'm a firefighter tho hehe
<0> i wanna be that drunk farm guy who has a house and a dog and drinks all day and doesn't have to worry about money for some reason
<4> now im running a noname/korean 480w psu
<0> i look like a slug
<0> yeeuck
<0> oh i got a 3% raise!!!
<0> woopti****, keep it
<0> oh wow i got my tax return direct deposited and i didn't know about it
<5> Hello
<6> bonjour, SushiK
<5> It's good to be here.. thank you thank you
<5> anyone around?
<7> i kinda am
<5> hey what's happening
<5> are you a game developer?
<2> anyone feel like talking about network player movement? or maybe point some articles in my direction about the topic
<2> i enjoy theory before coding
<5> well I'd love to chat
<5> but I don't know what I'm talking about when it comes to network code.. at least not yet :D
<2> no need to worry about code
<2> just theory
<2> here is my proposed theory on player movement . client/server
<5> Well what are you planning on accomplishing?
<8> try gamedev.net
<9> LuzArius - I have some good articles for you
<2> electron i did actually it has helped me out a lot
<2> but nothing more fun than a good discussion amongst like minded people
<2> DrNick hook me up man! :)
<9> Let me just find them..
<2> electron check it out
<2> http://www.gamedev.net/community/forums/topic.asp?topic_id=394649
<8> check articles and resources
<9> Im still looking...
<9> Its 3 articles by abrash
<2> sounds good
<9> brb. I'll find them in 10
<2> np
<7> SushiK, i love network code :)
<10> hehe
<10> Yo Nicky
<7> oh wow, its been forever since i went to gamedev.net.... been too busy :(
<7> looks good though
<11> !
<11> process the player movement queue every *500* ms ?



<2> well lets say they are just moving forward once every 500ms .. its a tile based game
<7> so they get 1 move per 500ms?
<11> oh, thats good then
<12> you makeing a tile engine luza?
<11> if there's any sort of pvp not turn-based, it's no good
<7> tcp wise of course
<2> this solution is for non-combat
<11> sounds good
<2> for combat it will be UDP immediate handling no delays
<7> huh?
<2> let me splain
<7> tile based turn/action based?
<7> :P
<2> yes have u ever played ultima online .. old days?
<7> unfortunately no
<7> er.. fortunately :)
<2> they captured something that no other online game has done to this date
<2> anyways.. imagine this
<2> you attack me... so for me & you.. we use strictly UDP for the movement & combat
<2> but lets say there are players fighting around us that are not directly attacking us
<2> that stuff just gets updated regularly through TCP every 500ms .. to "pulse the world" if u know what i mean
<9> hrm
<2> anyways my concern was more movement than anything
<9> actually.. it wasnt abrash, it was hook
<11> i thought that was a common concept
<9> http://72.14.209.104/search?q=cache:phqtazinx7sJ:www.flipcode.com/cgi-bin/fckb.cgi%3FshowLink%3D124+brian+hook+quake+3+network&hl=en&gl=ca&ct=clnk&cd=2&client=firefox-a
<11> any game where player interaction is optional does that ?
<2> Xjiro it is?.... that is good to know i wnat to make sure i'm on the right track
<11> yes, it's the right track
<11> i've had that advice many many times
<2> sweet.. i've come to the right place then
<11> to have different modes of communication
<11> you see in m*** games without direct player interaction and games with complete player interaction
<11> they only go with 1 mode of communication
<11> maplestory vs halflife/quake
<2> i see
<2> good read DrNick
<2> maplestory tcp .. halflife/quake udp is that what u mean
<11> no, i mean maplestory is very non-time dependent
<11> they don't care about ping
<2> aah yes
<11> if you have two computers on a lan, you'll see yourself move with a 3-5 second delay
<11> halflife/quake is all player interaction so it's all about desperately updating as fast as possible
<9> hrm. Hook has 2 more articles
<9> he's reorganized his site though
<9> in addition, you may want to read
<11> tmpvar are you still here
<9> http://www.gamedev.net/community/forums/showfaq.asp?forum_id=15
<7> yeah
<11> do you know about enet
<7> yeah
<11> ehh, brb restart
<7> tis good :)
<7> k
<9> hrm. Phinode wrote enet
<9> i think
<7> i have no idea who that is :P
<9> he used to be in #OpenGL years ago
<5> whats enet?
<6> enet is a thin, simple and robust network communication layer on top of UDP (User Datagram Protocol). http://enet.cubik.org/
<5> well look at that, a bot that does something worthwhile
<12> wow i dont think ive heard pitdroid say anything but surly remarks
<3> Pitdroid?
<6> Ultyma?
<7> hey Ghaleon
<3> I love you.
<6> Aww that's sweet
<7> whats enet?
<6> i guess enet is a thin, simple and robust network communication layer on top of UDP (User Datagram Protocol). http://enet.cubik.org/
<11> ooo bot
<11> hm, it's on top of UDP and claims to be reliably in-order
<13> enet is enet.cubik.org. It's pretty good, and very simple.
<13> all the reliable / in order / etc features are optional, mind you.
<5> so you would use that for your little private conversation between the two clients fighting?


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