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Member Since 11 Nov 2008
Offline Last Active Yesterday, 03:18 PM

Posts I've Made

In Topic: UDP Multiplayer Movement Jitter.

25 September 2014 - 12:08 PM

I think what you would be looking for is a very simple incrementing ID system. Basically, when the server sends out an updated position, the first time it will have an ID of 1. Then the next time it is 2. 2 is greater than 1, so we can update our client based on the new position. Then the server sends out packet 3, but it never reaches the client. Then the server sends out 4, which reaches the client. 4 is greater than 2, so update the position. Then 3 manages to find its way to the client. 3 is not greater than 4, so ignore it.

In Topic: Calling hardware gurus - which would you say is better?

20 September 2014 - 08:23 PM

I would go with lenovo over toshiba and the 1920x1080 screen over the lower one. Not sure if the 128gb ssd can be upgraded or not, but you could always take the 1tb mechanical drive out and replace it with an ssd of your choosing.

In Topic: Ancient terms still alive

17 September 2014 - 11:53 AM

I used to use potato in my log files (and web pages when I was web developing). I have since worked with two other developers who use potato, so now I use POOP. The all-caps helps too.


Someone I worked with told me he used to initialize memory to DE AD. That way, if he ran into an issue with that, it would come up and say DEAD.

In Topic: Optimization philosophy and what to do when performance doesn't cut it?

17 September 2014 - 08:40 AM

I frequently find myself having to choose between a more readable line and a faster line. I then leave myself a big comment like this:

// Performance: use Hard2ReadFunc1() + Hard2ReadFunc2()
x = EasyToReadFunction()

That way I can save the brain power, but I will only optimize it if profiling leads me to that spot.

In Topic: DXT Compressor Type performance

08 November 2013 - 03:45 PM

It will have no impact on the performance of your game whatsoever!

Awesome, thanks.