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bb_buster

Member Since 22 Jan 2013
Offline Last Active May 26 2014 05:46 AM

Posts I've Made

In Topic: Client-Server network and physics collision

25 March 2013 - 05:08 AM

As you've pointed out the problem with sending the inputs to the server is they take time for the server to process and return the result.

What you can do is send the key press to the server and then stimulate the key press immediately on the client. Then the server predicts the movement and possible future position of where it expects the player to be and sends the info back to the client which can use this data along with its current position data to work out its location.

I know you said for simplicity to keep it TCP but if packets are supposed to be sent often then id recommend using a UDP socket instead as TCP sends a message to the server which processes it then sends a confirmation message its been received. UDP just sends the message without waiting around for that confirmation back making it much quicker

Hope that helps with your problem

In Topic: Clipping Error

27 January 2013 - 11:18 AM

This might be a bit of an obvious one but best to eliminate the simple factors first. Are the images in your sprite sheet aligned properly. As the image may be starting off the top of your sprites drawing box. 

 

Or is your drawing rectangle of your sprite being set in a slightly offset position.

 

These are assuming you're using a single sprite sheet and are only drawing a specific area of the sprite sheet using a rectangle. Though without knowing how you're drawing your sprite exactly or the image you're drawing from makes it a little more difficult.

 

 


In Topic: Alpha mapping with a .DDS, DX11

22 January 2013 - 10:33 PM

The blend state for the source alpha is set to 1 whilst the destination alpha is 0 and they're being added together to make 1. I'd suggest trying the source alpha to be set as D3D11_BLEND_SRC_ALPHA

The colours may need to be checked too. I'd suggest maybe try changing the SrcBlend to D3D11_BLEND_SRC_COLOR and DestBlend to D3D11_BLEND_ZERO

Hope it helps

In Topic: Legal Questions....

22 January 2013 - 09:58 PM

As far as I'm aware openGL has no license requirements. As for openAL I couldn't see anything on a cursory glance at its website.

However the devil library is licensed under the L-GPL. So that depends on how you're using the library. If you dynamically link to it as a DLL then you can just provide the end user with a link to the source code of that library.

However if you statically link the library into the application then it all becomes a derivative work as defined in the L-GPL and becomes subject to it. Meaning the source code to the whole application must be made available and distributable under the L-GPL or GPL

In Topic: C# UDP Client Server Library... What can I use?

22 January 2013 - 05:16 PM

Have you tried looking at lidgren?

It is an open library originally designed to work for xna (I think.) But is usable with any c# program

It can be found here: http://code.google.com/p/lidgren-network-gen3/

Hope it's useful

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