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wilberolive

Member Since 14 Jan 2014
Offline Last Active Dec 24 2014 08:49 PM

Posts I've Made

In Topic: Creating an object in C++

28 November 2014 - 06:48 AM

Hey thanks for the reply. I actually thought of the same thing you suggested too. I just wanted to check if there was another way of doing it.

In Topic: Removing @?

22 October 2014 - 07:25 PM

There are relatively few changes to Angelscript that require us to update the JIT. Most changes affect how the bytecode is assembled, rather than what a specific bytecode does. When new bytecodes are added, the JIT also falls back to Angelscript execution so it can continue to work. Most bytecode changes are relatively simple and I can easily keep it up to date.

 

Due to this, the last updated version is just a guarantee of what version works, not an indicator that other versions don't work.

 

 

I did not realise this. Please excuse my ignorance. That is good news though, and has persuaded my to take another look at it. I also didn't know that it would fall back to regular AngelScript execution if needed, which is also good to know.

 

One point I forgot to mention in my previous post was that the JIT Compiler appears to only support Windows and Linux? I am planning on targeting Windows, Mac and Linux. Do you know if the JIT Compiler would build and run on Mac?


In Topic: Removing @?

21 October 2014 - 08:06 PM

Thanks for replying.

 

Guess I'll just have to keep stumbling along with the @ symbol. smile.png

 

I have seen Blind Mind's JIT Compiler, but I was under the impression that it wasn't much supported any more? They don't seem to update it anymore, so I didn't think it was safe to use something that could become broken when a new version of AngleScript is released as the JIT Compiler would need to be kept up-to-date with every new version of AngelScript, right? It shows the last update to the JIT Compiler was for AngelScript v2.27, which is over a year old now. Not to mention if there was a bug, and nobody is around to fix it, then it kind of leaves you on your own. I consider myself a seasoned C++ programmer, but unfortunately not good enough to try and fix a bug in the JIT Compiler if one existed, or to try and keep it up-to-date with AngleScript if I was to use it.


In Topic: Applying Server Corrections to Client Physics

11 June 2014 - 07:01 PM

Are you implying that I should save the entire physics state of all objects (including the player's character controller) after every simulation step?

 

Then find the matching historical state for the server correction message, reset the physics state of all objects to that historical state, then replay from there, applying the player's unacknowledged moves?


In Topic: Backend Player Persistence

31 May 2014 - 02:36 PM

Thanks for the reply. That is my conclusion also after some research.

I am most interested in the first option however of finding a service that handles it all for you. My requirements I pretty simple, i.e. it would end up just being a handful of integer values I need to store per player that can be recalled again next time they play.

 

I will look into the two options you listed. If anyone else knows of any other services I would love to hear of them too. Thanks guys.


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