Predictable

Published October 01, 2011
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The last week or two have been hectic, but productive. The program is now talking to the database; frameworks for the watchdog, authentication and chat servers are written and getting closer to testing, the scriptable UI is nearing completion. It sounds like progress - but of course the project is just a bunch of half-finished branches in mercurial at the moment waiting debugging and merging into my development trunk.

Part of this multifaceted approach stems from working in multiple places. If I'm working on my laptop during my lunchbreak, I'll be working on a feature that I don't need done right now - while what I'm working on at home in the evening will be something I want finished, and soon.

One of the other side projects has been fixing up my predictive state components. Taking some inspiration from hplus0603's EPIC, I made a little test program that allows me to view a simulated motion state on the client (blue), server(red) and a remote client (green). It's a much better approach than trying to solve it in the game's 3d view :) As can be seen, the current implementation is quite a bit off - there's a lot of room for improvement. So solving this - and updating the components in the game code - is one of this weekend's projects.

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