
Announcements

Forum Statistics

Total Topics628388

Total Posts2982403


Similar Content

By rXpSwiss
Hello,
I am sending compressed json data from the UE4 client to a C++ server made with boost.
I am using ZLib to compress and decompress all json but it doesn't work. I am now encoding it in base64 to avoid some issues but that doesn't change a thing.
I currently stopped trying to send the data and I am writing it in a file from the client and trying to read the file and decompress on the server side.
When the server is trying to decompress it I get an error from ZLib : zlib error: iostream error
My question is the following : Did anyone manage to compress and decompress data between a UE4 client and a C++ server ?
I cannot really configure anything on the server side (because boost has its ZLib compressor) and I don't know what is wrong with the decompression.
Any idea ?
rXp

By NoobDevSensei
Hey all im Norvik i really like games but recently want to create them yes i know it takes a lot of people to make a single game but right now im just focusing on the 3d aspect of it i tried c# i kinda understood a bit of it but it didnt catch my attention right now im doing 3d work in Blender and later on i would like to at least prototype my ideas into Unity the thing is i think i hate coding and the other day i saw something called Uscript (visual Scripting) can someone tell me if thats a good way to go ?

By Connor Rust
I am currently attempting to make a navigation mesh for our 2D top down game, which is a multiplayer game using Node.js as the server communication. At the moment, I have implemented A* over an obstacle hardnessmap, which is awfully slow and laggy at times when we test our game on Heroku. I have been trying to find an algorithm to automatically generate the navmesh after map creation, instead of me having to do this manually. I am currently attempting to use Delaunay's Triangulation Divide and Conquer algorithm, but I am running into some issues. I have already asked a question on StackOverflow and am not getting many suggestions and help from it, so I figured I would come here. Is there another algorithm that might be better to use for the navmesh generation in comparison to Deluanay's Triangulation? My current implementation seems extremely buggy during the merge step and I cannot find the error. I have checked over the code countless times, comparing it to the description of the algorithm from http://www.geom.uiuc.edu/~samuelp/del_project.html.
My current code is this:
class MapNode { constructor(x, y) { this.position = new Vector(x, y); this.neighbors = []; } distance(n) { return this.position.distance(n.position); } inNeighbor(n) { for (let i = 0; i < this.neighbors.length; i++) { if (this.neighbors[i] === n) return true; } return false; } addNeighbor(n) { this.neighbors = this.neighbors.filter((node) => node != n); this.neighbors.push(n); } addNeighbors(arr) { let self = this; arr.forEach((n) => self.neighbors.push(n)); } removeNeighbor(n) { this.neighbors = this.neighbors.filter((neighbor) => neighbor != n); } } class Triangle { constructor(p1, p2, p3) { this.p1 = p1; this.p2 = p2; this.p3 = p3; this.neighbors = []; } addNeighbors(n) { this.neighbors.push(n); } } function genSubMat(matrix, ignoreCol) { let r = []; for (let i = 0; i < matrix.length  1; i++) { r.push([]); for (let j = 0; j < matrix[0].length; j++) { if (j != ignoreCol) r[i].push(matrix[i + 1][j]); } } return r; } function determinantSqMat(matrix) { if (matrix.length != matrix[0].length) return false; if (matrix.length === 2) return matrix[0][0] * matrix[1][1]  matrix[1][0] * matrix[0][1]; let det = 0; for (let i = 0; i < matrix.length; i++) { let r = genSubMat(matrix, i); let tmp = matrix[0][i] * determinantSqMat(r); if (i % 2 == 0) det += tmp; else det = tmp; } return det; } // if d is in the circle formed by points a, b, and c, return > 0 // d is on circle, return 0 // d is outside of circle, return < 0 function inCircle(a, b, c, d) { let arr = [a, b, c, d]; let mat = [ [], [], [], [] ]; for (let i = 0; i < arr.length; i++) { mat[i][0] = 1; mat[i][1] = arr[i].position.x; mat[i][2] = arr[i].position.y; mat[i][3] = arr[i].position.x * arr[i].position.x + arr[i].position.y * arr[i].position.y; } return determinantSqMat(mat); } function walkable(from, to, hardnessMap) { let diff = new Vector(to.x  from.x, to.y  from.y); if (Math.abs(diff.x) > Math.abs(diff.y)) diff.scale(Math.abs(1 / diff.x)); else diff.scale(Math.abs(1 / diff.y)); let current = new Vector(from.x + diff.x, from.y + diff.y); while (Math.round(current.x) != to.x  Math.round(current.y) != to.y) { if (hardnessMap[Math.floor(current.y)][Math.floor(current.x)] === 1) return false; current.x += diff.x; current.y += diff.y; } return true; } function getLowest(nodes) { let lowest = nodes[0]; for (let i = 1; i < nodes.length; i++) { if (nodes[i].position.y < lowest.position.y) lowest = nodes[i]; } return lowest; } // returns the angle between 2 vectors, if cw is true, then return clockwise angle between, // else return the ccw angle between. b is the "hinge" point function angleBetween(a, b, c, cw) { let ba = new Vector(a.position.x  b.position.x, a.position.y  b.position.y); let bc = new Vector(c.position.x  b.position.x, c.position.y  b.position.y); let v0 = new Vector(0, 1); let angleBA = v0.angleBetween(ba) * 180 / Math.PI; if (angleBA < 0) angleBA += 360; let angleBC = v0.angleBetween(bc) * 180 / Math.PI; if (angleBC < 0) angleBC += 360; let smallest = Math.min(angleBA, angleBC); let largest = Math.max(angleBA, angleBC); let angle = largest  smallest; return (cw) ? angle : 360  angle; } function sortSmallestAngle(a, b, list, cw) { list.sort((m, n) => { let vab = new Vector(a.position.x  b.position.x, a.position.y  b.position.y); let vmb = new Vector(m.position.x  b.position.x, m.position.y  b.position.y); let vnb = new Vector(n.position.x  b.position.x, n.position.y  b.position.y); if (cw) return vab.angleBetween(vmb, cw)  vab.angleBetween(vnb, cw); else return vab.angleBetween(vnb, cw)  vab.angleBetween(vmb, cw); }); } // a is in list, b is in the other list function getPotential(a, b, list, cw) { sortSmallestAngle(b, a, list, cw); for (let i = 0; i < list.length  1; i++) { let angle = angleBetween(b, a, list[i], cw); if (angle > 180) return false; else if (inCircle(a, b, list[i], list[i + 1]) <= 0) return list[i]; else { a.removeNeighbor(list[i]); list[i].removeNeighbor(a); } } let potential = list[list.length  1]; if (potential) { let angle = angleBetween(a, b, potential, cw); if (angle > 180) return false; return potential; } return false; } function merge(leftNodes, rightNodes, leftBase, rightBase, hardnessMap) { leftBase.addNeighbor(rightBase); rightBase.addNeighbor(leftBase); let newLeft = leftNodes.filter((n) => n != leftBase); let newRight = rightNodes.filter((n) => n != rightBase); let potentialLeft = getPotential(leftBase, rightBase, newLeft, false); let potentialRight = getPotential(rightBase, leftBase, newRight, true); if (!potentialLeft && !potentialRight) return; else if (potentialLeft && !potentialRight) merge(newLeft, newRight, potentialLeft, rightBase, hardnessMap); else if (potentialRight && !potentialLeft) merge(newLeft, newRight, leftBase, potentialRight, hardnessMap); else { if (inCircle(leftBase, rightBase, potentialLeft, potentialRight) <= 0) merge(newLeft, newRight, potentialLeft, rightBase, hardnessMap); if (inCircle(leftBase, rightBase, potentialRight, potentialLeft) <= 0) merge(newLeft, newRight, leftBase, potentialRight, hardnessMap); } } // divide and conquer algorithm function delaunay(nodes, hardnessMap) { if (nodes.length <= 3) { for (let i = 0; i < nodes.length; i++) for (let j = 0; j < nodes.length; j++) if (i != j) nodes[i].addNeighbor(nodes[j]); return nodes; } else { nodes.sort((a, b) => { let tmp = a.position.x  b.position.x; if (tmp === 0) return b.position.y  a.position.y; return tmp; }); let l = nodes.length; let leftNodes; let rightNodes; if (l === 4) { leftNodes = delaunay(nodes.slice(0, 3), hardnessMap); rightNodes = delaunay(nodes.slice(3, 4), hardnessMap); } else { leftNodes = delaunay(nodes.slice(0, Math.floor(nodes.length / 2)), hardnessMap); rightNodes = delaunay(nodes.slice(Math.floor(nodes.length / 2), nodes.length), hardnessMap); } let leftBase = getLowest(leftNodes); let rightBase = getLowest(rightNodes); merge(leftNodes, rightNodes, leftBase, rightBase, hardnessMap); console.log("=============================MergeComplete================================"); return nodes; } }

By MeeMaster
I am a beginner in the Game Dev business, however I plan to build a futuristic MMO with some interesting mechanics.
However, I have some doubts about shooting mechanics that I chose for this game and would like to know your opinion on this. The mechanic goes as follows:
 Each gun would have it's damagepershot value
 Each gun would have it's shotspersecond value
 Each gun would have it's accuracy rating
Now the question is: how to calculate the output damage? I have three available options:
1) Calculate the chance of each shot hitting the target (pershot accuracy)
2) Multiply the damage output of a weapon by it's accuracy rating (weapon with 50% accuracy deals 50% of it's base damage)
3) Don't use accuracy at all and just adjust the weapon damage output
Which of these three mechanics would you like to see in a game? Mind, this will be an MMO game, so it will have lockon targets, AoE effects and all that jazz.

By Vityou
I am thinking of making a game like screeps, where you use actual programming to control the game, but I'm not sure about the best way to do this. I'm probably going to use lua or javascript for the language, and I would like to represent units in the game as objects that the user can command and modify, with restraints based on the actual game, like how screeps does it. However, I am not sure how to get started. I think I have to use C or C++ and then embed the languages, but I'm not sure where to go from there, for example, having objects in lua actually correspond to units in the game. Are there any resources that explain how to do this? Also, I'm not concerned about the graphics of the game whatsoever, it might as well just be a text adventure as far as I'm concerned, I just want the user to be able to control the game through scripting.



Popular Now