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Normalized

Member Since 18 Oct 2011
Offline Last Active Feb 10 2012 06:16 PM
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Posts I've Made

In Topic: Best networking architecture of this game type

09 February 2012 - 06:43 PM

Right now, I use physx none of my code is written with determinism in mind. I also use C# not sure, how that would affect stuff. Full synchronized just seems like a lot of problems.

144 units per player would optimistically be about 80 kbps per player. Most likely, it would be more like 150 kbps however most of the time a player would likely have more like 50 units. plan to have total unit limit among all players at 1,000. I think more like 300 would be the high point in a normal game.

Basically it is just barely doable as an authoritative server. Since this game will not use a dedicated server. An authoritative server puts more CPU load on the server hopefully not a prohibitive amount. I have read over all the papers I can find on game networking. I can optimize some of this by sending the path units will follow from the server. When the player is not directly controlling his units. The player can only control 1 unit at a time when hes is in directly control

- Synching events between clients
yes

- Synching visuals between clients

yes to a degree for aiming. I plan to us something like valves latency compensation

- Preventing cheating
Yes to a degree. This is mostly a problem if the game becomes popular. So I can deal with it latter after release to a degree.

- Dealing with buggy clients / clients on different architectures
no

- Dealing with lag
yes P2P will create more of this I think

The following series is a lot like the game I am trying to develop I think it uses a server of some kind because if the host leaves the game will end. But I have no idea what it's really doing.

soldiers heroes of ww2, faces of war and men of war

In Topic: Is there a better way to do this?

15 January 2012 - 04:13 PM

Ok so I forgot that slope = tan(angle) . What way do you think is better trig or not ?

In Topic: What is a clockwise ordering

13 December 2011 - 10:34 PM

My new idea is rather then sorting. I just test if the normal is negative in y and if it is I just flip the vector, should run faster.


In Topic: Your most memorable childhood game?

13 December 2011 - 12:43 PM

combat atari 2600

Unreal one and total annihilation for pc

Soul calibur for Dreamcast

Starlancer for Dreamcast my first online shooter.

Yes, I went from an atari 2600 to a Dreamcast and my next console will likely be a xbox 720. I only upgrade once every 15 years.


In Topic: What is a clockwise ordering

13 December 2011 - 12:14 PM

I already have a function for computing the normal, or rather the unnormalized normal. That I wrote a while ago. However, it needs to know the ordering to get the right normal direction. This is for dead reckoning ground clamping.

Am I right in assuming since all my points will be in quadrent 1 I can project my point into 2d and just compare x and z. If the point is down and right or equal and right from the last point then the ordering is correct.

My 4th point is the origin; since its ground clamping my map, starts at the origin.

(( edit) Just realized if you go into a deep pit its possible you would no longer be in quadrant 1. You could have negative y. )


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