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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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