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| What's on your mind?; Your daily crap. | |
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| Tweet Topic Started: Jul 29 2010, 05:18 AM (63,998 Views) | |
| skarik | Jul 29 2010, 05:18 AM Post #1 |
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kitten eating scum
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Post whatever is on your mind at the moment. It doesn't matter what, just post it! |
| Blog|EHS | |
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| zelda4evr | Dec 19 2013, 06:52 AM Post #2896 |
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Forum God
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Thank you guys |
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| Dr. Best | Dec 19 2013, 01:40 PM Post #2897 |
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Administrator
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Congratulations. I'm sure you'll be a great father .
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| Magnar | Dec 21 2013, 01:17 AM Post #2898 |
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That guy
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I had a dream the other day that another Half Life was announced by Valve, and it was Half Life 4, and they will never release a third one. |
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roses are grey, violets are grey, im colorblind, fml. | |
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| Animaster78900 | Dec 21 2013, 01:27 AM Post #2899 |
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Forum Reaper(Highest Ranked)
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"Her" You may have misread. Lol |
![]() Current Projects: Hack Attack, Red Lion, X-Falcon: Redux | |
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| Despellanion | Dec 21 2013, 12:17 PM Post #2900 |
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Forum God
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| zelda4evr | Dec 22 2013, 02:14 AM Post #2901 |
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Forum God
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Just randomly got the itch to develop an online multiplayer game in game maker. Just created the base of the network code. Would you call it dead reckoning if I made it so the client only communicates button presses with the server, leaving the other players clients to calculate the physics and actions? |
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| Dr. Best | Dec 22 2013, 02:23 AM Post #2902 |
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Administrator
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That's a very bad idea for reasons of latency. Either you would have to make every frame longer than it takes for two pings to complete, which would lead to inacceptably low frame rates or you would get diverging game worlds. |
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| zelda4evr | Dec 22 2013, 02:35 AM Post #2903 |
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Forum God
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Well its not strictly button presses like I said. I guess I should have said mostly button presses, there's still communication in between presses to keep things accurate. But the reason I did this is to make movement look smooth and to keep the number of packets sent low. |
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| Reikyrr | Dec 25 2013, 09:24 PM Post #2904 |
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Forum God
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You could keep track of buttons pressed and calculate positions to avoid cheating, however its too slow to do realtime and causes big issues if packets drop. (A bit cpu intensive but mostly slow due to latency). What most games do is using the last known direction and speed to estimate the players position untill they get an update. Edited by Reikyrr, Dec 25 2013, 09:25 PM.
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~Inspirational quote~ | |
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| Dr. Best | Dec 26 2013, 02:04 AM Post #2905 |
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Administrator
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Merry Christmas everybody! |
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| Despellanion | Dec 26 2013, 04:00 AM Post #2906 |
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Forum God
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Merry christmas
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| Magnar | Dec 26 2013, 04:17 AM Post #2907 |
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That guy
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Merry Christmas |
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roses are grey, violets are grey, im colorblind, fml. | |
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| Reikyrr | Dec 26 2013, 11:40 AM Post #2908 |
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Forum God
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You too
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~Inspirational quote~ | |
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| Despellanion | Dec 28 2013, 02:43 AM Post #2909 |
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Forum God
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I finally have a Backburner server for 3dsMax setup, with a 12-core Xenon processor. Makes my rendering jobs about 100-400% times faster. |
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| Reikyrr | Dec 28 2013, 04:05 AM Post #2910 |
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Forum God
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That's pretty cool, wish I have the modelling skills to need that. But study + work = almost no time for making games, or getting better at modelling. |
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~Inspirational quote~ | |
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2:29 AM Jul 11