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marcjulian

Member Since 07 Mar 2005
Offline Last Active Sep 25 2016 08:55 AM

Posts I've Made

In Topic: Is it possible to declare a macro and have Intellisense ignores it ?

19 June 2016 - 03:19 PM

The intellisense parser declares __INTELLISENSE__ - so you can use this to hide code from Intellisense easily.

See: https://blogs.msdn.microsoft.com/vcblog/2011/03/29/troubleshooting-tips-for-intellisense-slowness/ for more information :)


In Topic: Does server's location affect players' ping?

29 April 2016 - 11:44 AM

According to Wikipedia:

"From this information, a simple rule of thumb is that a signal using optical fiber for communication will travel at around 200,000 kilometers per second."

Looking at google the distance from UK to South Korea and back is around 17700 kilometers. But I guess that the fibers won't be laid in a perfect line from the UK to there so let's assume 20000km for a rough estimate.

This would say that you have at least 1/10th of a second latency (100ms) due to speed of light in fibers and that's just true if you have really only 20000k of fiber between your server and your player. So getting to <60ms from Europe to South Korea is basically not possible due to the physics involved.

And then routing can still bite you. A test trace from my location (Germany) to korea.net reveals that I'm being routed via San Jose which means that at the San Jose hop I'm already at 350ms latency.

 

This serverfault post talks about US connections but still contains interesting numbers:

http://serverfault.com/questions/137348/how-much-network-latency-is-typical-for-east-west-coast-usa


In Topic: Does server's location affect players' ping?

29 April 2016 - 11:04 AM

Sure, since the ping is the time for a round-trip between server and client :)

Over these distances the physical distance (speed of light in fibers) actually matters. Also with a bigger geographically distance you also very likely have more routers in between your server and the client where each router may add a tiny bit of latency due to packet processing.

 

For the best experience of your players having a server closer to them will matter. But as always that depends on your budget etc. 


In Topic: How to mark roof for show/hide?

06 December 2015 - 05:06 PM

I would suggest to find all roof tiles adjacent to the roof tile above the player via a simple flood fill style algorithm. Easy to implement and will only hide all tiles which touch other roof tiles which are connected to the roof tile above the player. If you want to separate roofs which have no spacing in between you would need to add additional criteria for the neighborhood check (e.g. same roof tile set or something similar).

But the easiest to do would be to ensure a space of at least one non-roof covered tile between two houses..

 

 

See here for the algorithm: https://en.wikipedia.org/wiki/Flood_fill 


In Topic: Deconstructing Post process of the Order 1886

22 September 2015 - 05:24 AM

Until the developer is here I would recommend their slides on their rendering tech:

 

http://advances.realtimerendering.com/s2015/rad_siggraph_advances_2015.pptx

 

(See here: http://advances.realtimerendering.com/s2015/index.html and the other presentations here: http://www.readyatdawn.com/presentations/ )


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