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RevenantBob

Member Since 10 Oct 2012
Offline Last Active Dec 13 2014 10:29 PM

Posts I've Made

In Topic: Enabling a buffer but not using it

21 November 2014 - 07:06 PM

State changes (Even some redundant ones) that aren't needed are generally considered bad practice. If you do not have to change a state, do not change a state. This -can- lead to performance problems depending on the state and where it's being set, as well as frequency.


In Topic: Best practise: Texture atlas & VBO

21 November 2014 - 07:00 PM

Careful with Texture Arrays on a 2D Game. Many older hardwares still don't support them and 2D games tend to be expected to run on older systems just because of the nature of 2d.


In Topic: Improving AI of MMORPG Raids

23 October 2012 - 10:29 AM

I think static content is more the problem with MMOs than the AI. Looking at things from outside the box, do you really want an AI that, for example, stops using frost abilities because you have frost protection? Didn't you just nullify all the work I put into protecting myself?

There's a fine balance between challenge and just being downright mean. There needs to be a feeling of reward for a player who does things right and can utterly dominate a situation because of it. Certainly they will learn the magic method of defeating a boss to where it becomes trivial, but I think that's part of the Static content problem and not a problem with the AI itself.

Personally my problem with Dungeon Crawls in MMOs is the "Trickle" problem. You walk into a base and see monsters around you standing and having a conversation, you really don't feel like you just infiltrated an enemy stronghold where everyone would be on alert. I think there needs to be more dynamics on that front to bring immersion.

In Topic: Protocol ID - usage and point of it

10 October 2012 - 02:40 PM

Even with the ID in there, the packet can be spoofed pretty easily if that's what you're worried about. "Oh, it's passing this DWORD around, I'll just pass the same one". I'm not sure if security is what you're worried about?

If it's just to make sure you're talking to the right machine, why not simply challenge up front and leave it be?

In Topic: ElapsedTime Movement?

10 October 2012 - 02:21 PM

If you're handling all the entity updates in batch, you only need one delta for all of them. Create your delta and pass it through your updates. Depending on how you go about calculating your delta it can be a subtly costly operation that has little gain. It also mean all objects are synced to the same 'point' in time.

I do all these things in floatational numbers. So time becomes normalized to a second.

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