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Showing content with the highest reputation on 05/14/18 in all areas

  1. 1 point
    Would it be enough? Well maybe. You won't have any nice stacking behavior, and you can have some jitter problems. But it is possible to hack around these problems.
  2. 1 point
    Thanks guys! Been out all day today riding 200 miles in wales, should get some more done on the game tomorrow. Sound is working and music along with animation events on footsteps etc, and there is a 3rd enemy model now.
  3. 1 point
  4. 1 point
    Hello everyone! From today and all week long you can vote for Pixelpunk XL in the Game Development World Championship. Here is the link: https://thegdwc.com/
  5. 1 point
    Multithreading is difficult to do correctly or well, yes. It actually far from sucks. It makes a lot of things easier when you can go wide. Like updating particle systems is something that makes wonderful use of multithreading. Programs just transform data, and multithreading allows that transformation to happen faster. Since most games at that level are multithreaded these days, I would say it's more likely to be then not be multithreaded. Unity and UE4 are both multithreaded engines too, though unity's multithreading support has matured a lot from my understanding in the last year or so.
  6. 1 point
    I'm just working on my PhD, that's all However, I think there is a good chance that people might want to integrate this because it's directly developed inside Unity. We will continue researching on other relevant projects for character animation using AI techniques - so let's see...
  7. 1 point
    No - you only call 'new LineFormula' inside static functions, which are basically much the same as global functions in that they don't require an instance of the class, except they exist within the class's scope. i.e. LineFormula.FindY doesn't require an instance of LineFormula to run, but it does return a new instance when it completes. This is pretty much just 3 'factory' functions, which is a common pattern for constructing objects that have complex parameters and therefore constructors alone may not suffice.
  8. 1 point
    How you want. I did a test a while ago on how performance intense Unity scripts are and they are very light. Maybe you would like to have them under inheritance, like you did with bricks. Programmers like this way because it is more flexible and keeps code easier to read.
  9. 1 point
    For the example, all games that have an online processing components have this. In a web game like Slither or Generals the client receives data from the server and displays it, and the client accepts data from the player and transmits it. In Slither the game clients aren't coordinating all the motion and collision. In Generals the game clients aren't increasing the numbers or maintaining who owns whatever squares. The game servers only transmit the things the player can sees. Instead of the client getting all information and only selectively displaying what the player should see, the player only has the data they can see and has no other extra data. The game client does not know what every square is doing, or what ever player is doing, or what moves are queued, or what else is going on within the game. In Slither that means the client doesn't have data for snakes that are distant. In Generals that means the client doesn't have data for distant tiles or data for queued moves except the ones made by the local player. The server knows all the information, but the game clients are never presented it with it. For the protections you're talking about, if the game is entirely transferred to the client it cannot be protected. If a player downloads all the pieces to play, then an attacker can also download all the pieces to play. They can save those files and serve them from their own web sites. This has been done by many unscrupulous people. Many Flash games, Java applets, and other web-based programs have been copied from one site to another site because it was all present. Some require changing a few assets to point to different web sites, but that is easily modified. Java doesn't help. If you create a Java applet the files can be downloaded by a legitimate user, saved to disk, then used by an unscrupulous actor. Compiled Java can be opened by anyone with the right tools. Languages that support Reflection mean that compilation includes all the original names. If you're using a language that supports reflection features, like Java, C#, compiled JavaScript, and more, an obfuscator can help rename everything so it isn't immediately visible through reflection; instead of seeing that something is called GameObject they see it is called TQxV or some other random-generated names. That doesn't help very much, but can slow people down slightly. Heavily-compiled languages like C++ perform even stronger operations to remove names, and they are also easily reverse engineered by people with the right tools. The only viable solution to keeping the game from being taken is to never give them access in the first place. That generally means the client is a viewer for data, and the server is a producer of the data. The player can have all the access to they client they want. An attacker can make a fake client that responds exactly the same way as the legitimate client, they can have full knowledge of the communications protocols, of what is being sent across the wire and why, but even with full knowledge of how the client works they still couldn't do the server processing. That's the only known way to have those protections.
  10. 1 point
    A lot of great things are about to appear in the Starfall Tactics with the help of Snowforged Team. And we are here, just as usual, to lift the veil and tell you about several upcoming changes: - Eclipse patrolman Back then, in one of our weekly articles, we've presented several character portraits and their sketches. Now, as it was planned, our artists are going to create their animated 3D models which you will see in the game while contacting with certain types of fleets, completing story missions or doing other interesting things. And here is the first animated character - Eclipse patrolman in his, of course very high-tech, special uniform: - Advanced renegade system We are implementing an advanced renegade system which allows you to make a final decision on declaring someone a renegade. This system still automatically detects player who dealt sufficient damage to your ships, but now also lets a player who has been attacked to choose what exactly you want to do in this situation. You have three ways of reaction: Declare player as a renegade if he's really trying to destroy all your ships and get all your cargo; Ignore it and don't give him renegade state; Or even choose an option "Always Ignore" for this player in case that's your trusted friend. - Trackers Here are also several improvements which will soon be in the game: WIP. Trackers interface will be changed. Quests which require you to deliver items now let you know if you already have it in your cargo or inventory in the shipyard. Woohoo!:) If there is something you want to craft but don't yet have enough resources, you can mark this project and the list of required resources will be shown while you are on the Galaxy Map. Warp Stabilizer Project (it is required to get access to the next set of star systems) is a really important thing, which, obviously, must be tracked. So, now you will always be able to see the list of required resources for the Warp Stabilizer. And, well, that's all for today. See you soon
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