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<0> +'
<0> static3d_: basically, + some stuff for it
<1> which engine (your own?)
<2> you got udp messaging and stuff?
<0> http://www.fahrenheitx.com/old/ <= some version from like... 10 years ago? :D
<0> lol
<0> UDP messaging
<1> udp is dead too
<0> I even have a main()!
<0> Oh wait I don't
<0> It's DLLs
<2> no i mean is that the base of it
<3> see UDP is faster though...
<0> Base of what, the network?
<3> why do people use TCP
<1> it's not faster



<1> it just has less overhead
<3> well yeah
<0> And less restrictions
<3> that's what i meant by faster ^_^
<2> Ashe`: my whole thing runs on a message queue
<3> not in terms of network speed
<0> static3d_: you're funny
<3> Ashe` or he codes like me
<3> XD
<2> whats funny?
<0> It's like saying you have a loop in your app
<2> theres different ways you could go about the networking
<1> not many
<0> On windows it's just IO completion ports, using UDP, and some custom protocol
<0> (for RPC and stuff)
<2> it could use tcp and not use messages at all
<4> yay, updates!
<1> static3d_ how so? tcp doesn't guarantee whole message delivery at once
<4> TCP makes little sense for most games
<1> MMO's are moving towards TCP-only
<2> true, for most games. but some types of games don't need maximum speed
<1> world of warcraft is already fully TCP
<3> yup
<3> i need some more RAM for WoW
<5> mmos are ebil, that's about it :/
<4> yeah, but WoW sux0rs
<5> <-- eve-online addict
<3> peterhu why :)
<4> looks like q2
<4> pfft
<3> oh i hate blizzard
<3> XD
<0> TCP for MMORPGs is even more dumb
<0> I have some prototype for a mmorpg server, if a server goes down, it's redirected to the stand-by cluster server
<0> So you're not disconnected from the game
<3> peterhu but they are making insane amounts of money so that's why i ask why it ****s
<4> anything where there is a constantly changing world state doesn't make sense to use TCP, imo
<4> like FPS games
<2> mmo are decentralized to some degree
<0> Or just about any game
<5> sb_: it does have it's bad points, like: barely any penalty for death
<0> Except maybe card games
<3> yeah, WoW has different servers for a lot of stuff
<0> And small things like that
<2> like it connects to people near you or something
<0> MMORPGs are not peer to peer heh
<1> static3d_ MMO's are completely centralized
<1> everyone connects to one place
<3> then the login server redirects them
<3> to their servers
<5> sb_: plus, after trying single-sharded mmorpg, going to a multisharded one just doesn't appeal to me anymore
<1> that place could physically be several places
<2> well i've read that that's not totally the case, to deal with the huge amount of bandwith the server has to handle
<1> but that's an implementation detail
<3> |Serp single sharded, multi sharded?
<5> sb_: wow is multisharded, you have many different "worlds"
<3> aka loading
<3> right?
<5> sb_: eve-online, for example, has just one shard, and the whole community plays on it
<5> no, not loading
<0> At work I write a MMORPG server, kinda :D



<3> or servers
<5> yeah servers
<3> got yah
<5> it's a huge thing to have the whole community on one server, politics really kick in
<4> at the very least there should be a way to transfer characters between servers
<4> (there wasn't when i played WoW, a year ago)
<4> not sure about now
<3> peterhu still isn't
<4> i don't keep up with that game
<3> peterhu only certain servers to certain servers lol
<1> peterhu that is available, selectively (to control population flows)
<3> peterhu i'm just waiting until my account runs out
<2> Ashe`: i am pretty sure there is some direct traffic between clients in some mmo games
<3> then gonna sell it
<1> static3d_ - which ones?
<1> that could be dangerous
<3> it might be faster
<3> ;)
<1> in light of exploiting a bug in the client
<3> yeah
<5> yeah that begs for sploiting
<0> static3d_: well, you're wrong
<1> that would also require people to open ports in their router and act like a server
<4> you're both wrong!
<3> lol
<3> *** is good
<0> The only thing that could make sense having direct client connection is something like voice
<5> sb_ is correct.
<5> that is all.
<0> But then it's much cooler to get your voice through the server and have some shader modify the sound to give you the voice of a ***y elven female
<6> does anyone know how to input a F6 or F3 character in c?
<0> (this way you get plenty of armor/$$$/weapons for free)
<1> lol
<0> BoOZeR: it's not a character, it's a key
<3> hah Ashe`
<5> voice in mmorpgs is handled by thid party apps, no sense implementing an in-game support
<1> BoOZeR also, this isn't #C
<0> |Serp: why not?
<4> C == JBlitzen
<4> C++ = peterhu
<1> there is sense, in the sense of what Ashe` just mentioned
<4> you can see the difference
<7> :(
<5> Ashe`: why reinvent the wheel+amplify bandwidth usage?
<4> ==
<2> http://news.com.com/A+virtual+world+with+peer-to-peer+style/2100-1025_3-5698499.html
<0> And your third party app doesn't amplify bandwidth usage?
<3> peterhu can i be ------C ?
<2> thats not what i read before but it hits on the same stuff
<3> Ashe` i think his point is that it's optional
<4> no, as no one is less than JBlitzen
<5> Ashe`: i meant amplifying game server bandwidth usage
<6> then in c++, how do you read a F1, F2 ect.. key?
<3> Ashe` aka i don't have to use ventrilo if i don't wish ?
<3> peterhu i'm terrible XD
<1> static3d_ - "an experiment" - nuff said ;)
<5> Ashe`: teamspeak and ventrilo are perfectly adequate and available
<5> hell, even in bf2 most teams use teamspeak/ventrilo
<4> yeah, i don't get that
<0> Do they change the volume based on the character distance?
<5> while bf2 does have a rather crappy ingame voice support
<0> Do they modify the voice based on the location? (cavern, etc)
<4> pfft it's just fine
<4> and i don't need to hunt down any third party server to use voice
<2> What's new:
<2> M***ively multiplayer games are moving toward adopting a peer-to-peer model.
<1> ...
<1> no, they're not
<1> that doesn't make any sense at all
<2> thats a paste
<0> Gotta love cheating easily
<3> I just want somebody to make a FREE MMORPG that destroy's blizzard
<5> Ashe`: that isn't required, because teams don't care for such trivial stuff, they care for organization and team-based activities
<6> so, does anyone know?


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