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Member Since 02 Dec 2004
Offline Last Active Yesterday, 10:02 PM

Posts I've Made

In Topic: Indiscrete Logic

Yesterday, 10:06 PM

Isnt a primary problem that Quantum Computing only has limited application - only to certain classes of problems (as you are saying classical computing is also since there are some things IT cannot do as well) and thus what you really need is a hybrid of both ?


REAL Artificial Intelligence is having the computer build its own logic (learning) and that has been hard enough to do using binary discrete logic (and we ARE still very primitive compared to where it needs to go).   SO it may be problematic that Quantum Mechnics being even more mysterious will be severly hampered when we try to employ it for that same purpose.


Recently IBM was touting some new neuron equivalent circuitry (a good step), but the one thing missing was how to get/create the weight patterns into that circuitry (there was no mechanism built into the hardware being shown off  to 'learn')-- they actually had only the trivial part of the mechanism required for 'Artificial Intelligence'.

In Topic: How would I start a 2d mmorpg

Yesterday, 09:48 PM

High level -- how it differs from a Solo game  (you may have already done this mostly if you had done mutiplayer already )


Server is in the middle, assembles all the commands from the clients and then correlates the actions and their results (including any side effects of different players actions happening in close proximity) and the  filters those results to send them to the clients which would be in range to see them.


NPCs behavior (and terrain changes)  would be run on the Server.


Network traffic flows in and back out of the Server in the center


So you have to start slicing you solo program into the parts that would be in that center and the parts the client retains (like rendering and validating innputs)

In Topic: Latency and server/client-time

Yesterday, 09:40 PM



I have callback function pointers inside my connection-manager class for the user to set. Like onConnect, onTimeout and stuff like that. I know it's very basic, but I'm hopeful it'll suit my needs ^^. If not, I will expand it along the way. It's definitely something to get started with. I've got lots of graphical, physical, audio and game-related things to take care of as well... and now with networking in mind, I'm gonna have to restructure the whole thing more or less completely, I guess.



A big 'gaaaah!!'  is optimizing for multiple cores  (lock issues) where you have only one Network thread (with Affinity)  that then all the higher level App threads work through it  (again for high performance needs that might not exist for less stressed game mechanics).     

In Topic: Latency and server/client-time

25 August 2014 - 09:31 AM

And, more practically: You cannot be 100% certain. Your API/library needs to expose the possibility of failure to the client. Pretending that re-trying will always work is not going to work, and the client is likely more able to make the right determination of what to do than your library is, because it has more information.



I previously have used UDP, building from the ground up to include features like that along with the reliable delivery mechanism (session security, timing statistics, connection keep-alives in lieu of traffic, lower priority file xfers, App level throttling notifications, thread/process friendly minimal-locking features, msg-aggregation/ connection-postboxing, connection disruption notifications, etc...)  All integrated within the Networking thread for efficiency    (example is : connection timing statistic ping/reply being handled directly to cut out app level delays and maintaining the statistics a higher App level would make use of).    Reinventing the wheel I suppose, but I was attempting to squeeze out as much capacity/efficiency for a application that did alot of inter-server traffic.

In Topic: Make tile-based A* (pathfind) node-based?

25 August 2014 - 09:04 AM



nodes form a network, no need for portals. Ill have to try some more when i have time to see whats working and not. Thanks for the input.


Yes the nodes form a network except it might not be a regular 2D grid of times (being the nodes usually in a tile pathfinder).

Portals are the chokepoints  (like in doorways or between other significant path blocking features).


The hierarchy is YOU seting these high level nodes avoiding the major blocking features and having much shorter patgh calculations (since the open list for A* can grow upto  Distance^2 in mazelike terrain)   So you have  much more spread out (fewer) high level nodes to create a general path, and then actual movement using those high level node centers as destinations  for much shorter fine (tile) grained A*   your pathfinding processing would be significant    (again if the distances  and usage on you map system and game mechanics warrant using the more complicated 2 tier pathfinding.)