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OandO

Member Since 11 Oct 2010
Offline Last Active Yesterday, 09:55 PM

Posts I've Made

In Topic: Best comment ever

18 December 2014 - 10:17 PM

Note to my future self:

// FIXME - I wrote this file at 4am, re-read EVERYTHING

In Topic: Would you Still Play Nintendo 64-Quality Games?

04 September 2014 - 05:17 PM

I went out today and bought two new PlayStation 2 controllers so I can play my PS1/2 library again, so yes. Although (And I don't know if this is fair or just a prejudice I've picked up) I would expect to pay an awful lot less than something that played or looked like a modern game, regardless of how much fun it was.


In Topic: Some times a little oversight can make a hilarious bug

23 June 2014 - 07:44 PM

The first time I tried to do walking based on a (very much simplified) muscular system:


In Topic: Digital Trading Card Game / MMORPG Project

20 June 2014 - 09:40 PM

The cards look fantastic, the map looks fantastic, the line art looks fantastic. Everything is tied together by a single visual theme... Why does the character art suddenly reject all that effort?


In Topic: UDP Replication

27 April 2014 - 08:33 AM

 

For a FPS game with smallish levels and smallish number of players (such as Quake) sending a single packet with information about all players for each network tick is totally fine, simple, and will perform well.

Well yes, from a pure performance point of view, it's OK for a Quake-style of game (not so for something much bigger, though).

 

But my point about knowledge remains. In a game where several people compete, it can be troublesome to provide information to people that they actually can't know. Such as those shoot-through-wall aimbots, or other things. Imagine someone implements a minimap where enemies show as little dots (and nobody using the genuine client has such a mini-map). Imagine knowing what weapon, how much armour, and how much health your opponents have (when you shouldn't!), and where they hide. Imagine knowing which door they'll come through before they know (because you can "see through" the door).

No player should ever know the whole world, normally. Not unless it doesn't matter anyway.

 

So have a little flag that tells you whether or not the receiving client can see this player (to tell them if the player should be visible at their end) and don't send the new data about that player if they aren't visible. Problem solved.


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