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Tannerd

Member Since 09 Jul 2012
Offline Last Active Sep 04 2014 01:44 AM

Topics I've Started

How to synchronize players' stats

17 July 2014 - 02:58 AM

Hi all,

what are the best practices to keep data synchronized in a multiplayer game?

Is usually the server responsible to send up to date data based on the order at which it receives the events from the clients?

Think for instance of a shooter game where players have rechargable shields:

the simplest way that I can think of is that the server receives a "hit" event and then computes the up to date shield value of the hit player according to the time from the game start at which it _receives_ the event.

Then the server sends the new shield value of the hit player to all of the clients (including the shooter player) that simply accept the new value.

Has anyone ever thought of a strategy to move this computation away from the server?

Is it something it is worth enough to think of, anyway?

 

Many thanks.


Road graph generator

09 July 2012 - 04:15 PM

I have a mesh representing the roads of a town and its texture is a png where the non road points have alpha = 0 and the road points have alpha = 1.
I have implemented PD control to move vehicles autonomously either following a line (this needs to be completed though, see below (*) ) or going towards a point.

I need to make a tool (not working in real time during the simulation) that takes the mesh representing the roads and generates a graph and / or lines representing the centre of the lanes of the roads, so that the PD control can follow them in order the vehicles to drive in the lanes and they can perform pathfinding as well.
So far it seems I need only one lane per way (small two ways roads)
Does anybody have any suggestions?


The first idea I had is to use the texture that I have been given to easy understand the segments of the triangles that are on the border of the roads: those sides of the triangles whose corresponding uv map points to pixels having at least one alpha = 0 pixel as neighbour are border sides.
Now that I know what segments are on the border of the roads I can shift them inward (imagine X axis orthogonal to the side of the triangle pointing towards the alpha = 1 region and the correct way is Z = X x Y) by a fixed amount (the half of the size of a lane) and then connect them with the nearest segments computed with the same method for adjacent triangles. I think the connection points will be just the intersection between the lines passing through the segments.

Could this work?


So far it seem that I do not need to implement multiple lanes per way, but how would you generate them? (roughly I am thinking that if there is space I just add a parallel segment but I would need the rules of driving to connect them properly in order to generate a graph that implements the rules of the roads)



(*) so far I compute the error using a line that is represented by a simple equation such as sin(x). I think I will need to compute the distance from a line represented by multiple consecutive segments. The first rough idea is to compute the distance from the lines passing through all of the segments (maybe with some optimizations, but currently this is not a big problem) and using the smaller as the error from the path.

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