Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 30 Nov 2006
Offline Last Active Mar 12 2016 02:41 PM

Posts I've Made

In Topic: Mobile multiplayer game

12 March 2016 - 02:44 PM

There are two problems here. One is to synchronize wall clock time, either by using a centralized reference (say ntp), or to guessing from the round-trip time between the clients. The other is synchronizing simulation time, which is solved by using a lookahead. If player 1 presses a button at simulation time T, the change is scheduled to take place at time T+D where D is sufficiently large to be sure that this information has been transmitted to player 2.

Ok, but don't I need to make sure that player 2 received that message?
(I read that multiplayer games usually use UDP and not TCP...)

In Topic: Choosing a Machine learning method for a game.

17 October 2014 - 01:30 AM

Design an AI that plays the game first. Until you do that, there is no "learning" that can happen.

Ok, but I'm doing some research now so I'll know what I can and can't do. :)

In Topic: Choosing a Machine learning method for a game.

17 October 2014 - 01:28 AM


Details about the features you intend to implement.


It's supposed to be a normal strategy game with some extra features...
for example the player would be able to build a bridge in order to mobilize its units to areas it couldn't access without it.
I'd like the AI to know that unless the user shows signs of building that bridge, it won't build up it defences in that area or if the user shows interest in some region, the AI will be ready for him.

In Topic: Choosing a Machine learning method for a game.

16 October 2014 - 11:16 AM

what do you mean by "game design"?

In Topic: Making a "Busy Loop" not consume that much CPU (without Sleep)

19 May 2013 - 02:32 PM

I tried using Waitable Timers like in this example:

But it seems that the event is signaled only after 1 milisecond and after not the time I specified...
I tried using:
   double timeoutMicro = 400;
    liDueTime.QuadPart =  -1 * timeoutMicro * 10;