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Showing content with the highest reputation since 09/19/18 in all areas

  1. 3 points
    *** I completely replied to the wrong question before, sorry *** On your question: A couple of thoughts: - You adjust your data structure to make it a non-issue, for example by making the loot only looteable by the player which has opened the container or landed the killing blow on the monster. - Make the outer server take the decision and communicate it back to the client AND to the main server in parallel. If you're worried about failures of comms between the outer server and the main one, add redundancy in the middle (say, message queuing). - If multiple people can take the same loot, accept that somewhere in your design there will need to be some kind of "quirk" as there must always be a cutoff point were the system decides that "this belongs to player A or to player B". This might be the unfairness that you described (i.e. closest is most likely to win). some kind of different unfairness (player with fastest Internet Connection wins) or it might be a non-unfair but wierd system where sometimes BOTH get the loot (i.e. if outer servers made the decision and two decided "it's my player's" in parallel, then the master server might clone the loot and give it to both). - You might leave the decision to the outer servers but implement a system where the client only gets a confirmation that the player got the loot once the master server has been informed and confirmed which one gets it. This works by the master server receiving a request from an outer server and then waiting for a certain time (likely less than a second) to check if any other requests come from other outer servers for the same loot. If not, the loot gets given, if so, then both requests get compared using the OUTER server timestamps for fairness and the earlier one gets it. This not being money or something like that which is not supposed to be lost or created due to a bug, I would probably go with the "clone the loot" option if this unfairness really worried me or leave it unfair (it the time difference are usually less that 200ms, which a typical human reaction time), as the last option whilst impeccably fair is a PITA to implement, has further implications (such as keep the outer server clocks in synch) and thus is probably not worth the work.
  2. 1 point
    So I loaded the model as provided in private message. This is the result in my engine : So the good news is that your model is fine. The bad one is that there's a problem with your code I suspect that you simply provide the vertex of half the triangles in the wrong order, causing them to be culled. Do you have any backface culling active? That's what I wanted to see when asking you to move the camera inside the teapot. For example if I do that on my side we get this :
  3. 1 point
    Move the camera inside the teapot and post another screenshot Also if you provide the said .obj file I could load it in my own engine and see if it's caused by the export process or the library that you use to load it.
  4. 1 point
    It seems yes I didn't understand your advise firstly, then i converted model in 3d s max to Editable mesh and all works fine now. Thank you very much, kind man.
  5. 1 point
    Static meshes are unlikely to work in the same way as a skinned mesh. Try with a skinned mesh, to see whether it is in the rest pose when you do not apply transformation. Assuming it is local space at the moment means nothing to me, vertices are defined either in bone space, or relative to the origin of the whole skeleton / mesh (rest pose space, which I think assimp is referring to as local space, as the local space of the node), I'm not sure what else local space could be referring to. The way that you can rotate one joint by 10 degrees and the child joint moves by this and its own 10 degrees is hierarchical scene structure or scene graph. You should understand this completely before attempting skinning, skinning builds on this. All skeletal animation / blending depends on an understanding of how these hierarchies work. In short you have a series of nodes (could be bones, empties, anything) in a tree structure, and each has a local transform. When animating you would animate the local transform, then by concatenation you recurse from the root node down through the tree and calculate the world transform by multiplying the parent world transform and the child local transform (this is forward kinematics). Calculating the bone transforms and bones animation is almost a separate topic from skinning, you can animate objects without using skinning for instance, although they are often used for animals to get movement of the skin to match the underlying bone structure. The reason the inverse rest pose is used is to get the vertex into the bone space of the bone in question, so it can be rotated using the correct origin. It is quite difficult to explain in words, you really need to follow some more tutorials and pics and videos, and eventually you will 'get it'. I am getting the impression you have followed some tutorials but not understood completely what was going on under the hood. Here is wikipedia: https://en.wikipedia.org/wiki/Skeletal_animation And don't feel bad, my first attempt at getting skinning working was 20 years ago, I remember very well it went horribly wrong and took me another couple of years before I had anything properly working!! (Not so many good tutorials and software back then!)
  6. 1 point
    Hello!I have spent the last year and a half developing a game in my spare time in Unity! I am releasing it soon on Steam. Ant Empire is a strategic remake of some older games. It is influenced by games such as Ant Empire and Civilization.I am currently doing a kickstarter to help fund an AI before launch.I have attached some images (tried some gifs but they were too large) to show the current stage of Ant Empire, which is nearly completed.
  7. 1 point
    sure that! I was ok with C# because it was only two players playing against each other. It was for a project in school. I had no time to provide play-vs-computer option, but i planed to link for that to some 3rd party chess engine. I would not even try to code a chess engine myself, no no no, not so much fan of the chess game. After losing years with ASM, i learned the hard way: "always use the easiest codding language that fits for the task!"
  8. 1 point
    I don't use Unity myself, but you're not forced to use their server by any means and can find an alternative solution if you're unable to make your own. I also don't agree with the statement about: "Really engeenes that good for serious development nobody will give for free or sold for 100." ... So what about Unreal as they don't charge you a dime to use their engine until a certain income level has been met, or if you want to customize the engine. If anyone claims Unreal isn't a 'really good engine', then I really cannot take the rest of your claims with any seriousness. There are a lot of great games on Unity and unfortunately the reason why you see so many 'bad' games is because many new developers are using it, and it appeals to more an entry level audience. That doesn't mean if a seasoned development team picked up Unity their game would look and play like garbage.... This is far from the truth. Unity has it's problems, but no engine in existence can magically make a game good if the development team isn't putting out quality work. Heck, I've seen better games make with GameMaker Studio than some Unreal projects displayed on indie forums. Debating on if a game is considered "real" based on the engine or language used is ridiculous. Languages and engines are tools for development. If the developer makes a good game nobody buying the game even cares what fancy tools were used... Gamers want good games to play, they don't research all the development tools used before buying. Unity and C# are perfectly fine, and I'm saying this as someone who normally uses C++ and custom engines... I was even using C# when XNA was popular and made several games... So I'm not sure what your actual experience is in game programming, or how you validate what is considered a "real game", but Unity is a great choice for C# developers.
  9. 1 point
    The other factor that really landed in the last few years is that RTS became a pretty major spectator sport. Arguably the StarCraft 2 scene is what gave rise to the entire Twitch phenomena, and most successful RTS/MOBA since then are heavily dependent on Twitch viewership to remain relevant. This has interesting knock-on effects on game design. Now not only does the game have to be fun to play, it has to be fun to watch. The gameplay needs to be readable by someone with fairly limited knowledge of the game. Action needs to be concentrated where the camera is looking, rather than spread along a broad battle front. Stalemates are uninteresting to viewers, but comebacks are excellent, so the balance of power needs to tip back and forth relatively quickly, and the game needs to resolve in a fairly fixed amount of time. Micro-heavy gameplay is good for streaming because it keeps the camera centred over the action. Rock-scissors-paper gameplay is great because it makes the unit and counter unit selection obvious to viewers. StarCraft's asymmetrical races are great because it increases variety in games. And so on...
  10. -1 points
    Hello everyone, I'm new here and sorry if this isn't the right place to ask but i asked in a few forums around the internet and no one yet help with it.. I'm have been trying to mod this game for years, but I still stuck with the raw files from RACJIN games, Raw Files [ Mod edit: Removed ] I would like to identify the compression algorithm used to compress these files so that they can be decompressed and analyzed. Game : Naruto Uzumaki Chronicles 2... A.K.A Naruto Konoha Spirits in Japan.
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