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About HumanoidTyphoon

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  1. HumanoidTyphoon

    Perl RegEx

    lol omg a-z you are right. Thats why I was getting weird results. Never would've spotted that haha You saved me ALOT of stress. Thanks!
  2. HumanoidTyphoon

    Perl RegEx

    Hi Im checking a string for a specific xml tag to see if it has the data im looking for using regex but Im having some issues: $TrackNum =~ s/^.+<Tx>([A-Z0-9]+)<\/Tx>.+$/$1/; This works for values eg: xyz12345 but how do I get it to also return 12345xyz using one regex? Its important that its only one regex used. Also, the regex should not return anything if any underscores appear in between the tags xyz_12345_xyz Any help? I've been reading up on reg ex but im a little lost when the format is more "dynamic" as in the example, and there is very little documentation on underscores. I see they are considered characters along with letters?
  3. HumanoidTyphoon

    Basic fast paced game networking

    Alot of points to think about. Thanks for the feedback!!!!
  4. HumanoidTyphoon

    Random wandering trouble with multiple entities

    I *think* many random number generator functions will give you the same "randomly" generated numbers in the same sequence. There is probably a way you can alter them by using a player ID in some way etc. Another way would be for all your players to use the SAME instance of the random generator function, as opposed to different instances of the same function. If you use different instances they will return the same sequences, if you use the same instance for all of them, they will each take a different part of that sequence and return different results. Just a guess.
  5. Hi Im working on a game that will hopefully have support for around 10 - 12 players, it will need to be fast paced, and will mostly be aimed at lan, and high speed internet only, atleast thats what Im currently aiming for. The program supports being run as client OR server, currently no plans for a dedicated server, unless I run outa options. Im pretty new to networking, Im trying to design the overview that will work well for a fast paced game, just getting the basics down really. input reaction and client synchonization are both pretty important in this scenario, but ofcourse its a balancing act between those two. Im using a combo of reliable/unreliable UDP. This is what Im thinking -Client receives input from user and interpolates based on input, up to a point. -Other clients interpolate based on previous packets, up to a point. -As you can see clients will be out of synch here. -Clients send their inputs to the server -The server sends all relevant state changes based on input, to relevant clients. -The clients all receive state changes and exterpolate where applicable. -State changes that are important (eg health changes) will be sent reliably and seperately to positions/rotations which will always be sent unreliably. -Additionally the server will be able to "prioritize" update frequency between players based on distance to client. players closer to the client, will be updated more frequently on that client, at a specific radius, updates will no longer happen and players will not be seen at all. There will be 4 levels of network update frequency. High, Medium, Low, None. When there are more than x amount of players in the high radius, The closest will receive high, the others medium. There will be a capped amount of players that can use high and medium updates for each client. I have noticed, that even at low interval updates, clients can jitter waiting for updates. In the above scenario, will interpolation based on current input be able to hide most of that? Suggestions? Constructive criticism? Things to watch out for? Better ways of doing things?
  6. HumanoidTyphoon

    Need help in FREEbasic

    Never used basic in my life Dim con as string Shouldn't that be an INTEGER like ans??? Its taking a number as input Maybe change declaration to: DIM con as INTEGER then close to the bottom.. This next part does not make sense, your options do not match your validation, even as strings (atleast not the CaSe). "yes" is actually "Yes", "no" is actually "No", "kinda" is actually "Sort of..." according to your options.. Print "1. Yes; 2. No; 3. Sort of..." If con = "yes" THEN PRINT "Man: Well spit it out already!" If con = "no" THEN PRINT "Man: That's what I expected..." If con = "kinda" THEN PRINT "Man: Forget it, we don't have time for you to remember." Print "Man: Just follow me." So your input is not strings, its numbers. so why are you checking against strings? Your input captured by con is a number. So it should be: Print "1. Yes; 2. No; 3. Sort of..." INPUT% con If (con = 1) THEN PRINT "Man: Well spit it out already!" If (con = 2) THEN PRINT "Man: That's what I expected..." If (con = 3) THEN PRINT "Man: Forget it, we don't have time for you to remember." Print "Man: Just follow me."
  7. HumanoidTyphoon

    Need help...

    Sounds like motivation is the problem. When you are practising programming, or trying to learn a particular concept, make a program that interests you, not something that is boring. Don't create a "student listing" program with grey forms. Thats boring as hell. If the subject matter interests you, you will be motivated to make the program better, as opposed to just making it work, and moving on. Stay away from grey forms unless its a particularly simple concept you want to experiment with.. Grey forms immediately demotivate IMO. Think of concepts you WANT to learn, and then apply them to a program you WANT to make/use.
  8. HumanoidTyphoon

    NavMesh creation & modification questions

    Ok thanks guys. Will check out the resources ^_^
  9. HumanoidTyphoon

    NavMesh creation & modification questions

    I have been trying to find any information on Navmesh creation, and can't find any!!!! =( Do you have any links I can look at for the steps of creating and using one? What did you look at to learn enuf to get this far? Its like a secret =( Everyone talks about how navigation in wide open areas has a solution through navmesh and there is no longer an excuse for implementing poor path finding in large areas, however there is practically nothing on the net indicating how a person would create, implement, and use it =\
  10. HumanoidTyphoon

    VB.Net - FOR loop, using a variable iteration?

    Yeah i know. Im talking about specifying the iteration. By default, it increments x by 1 each time it loops I think I may have found it.. Is this example correct for looping backwards? for x = 0 to -10 step -1 Can I specify a variable after step or must it be explicit?
  11. Wanna do something like this for example: if xyz > 0 then y = 1 else y = -1 end if for x = 0 to xyz +y So in other words I want to be able to specify the iteration. I remember being able to do something similar, probably with c or c++. Can this be done in 08? If so please show syntax, as I have tried everything obvious and I am using express without MSDN. No luck with google as all the search terms are commonly used.. TIA
  12. HumanoidTyphoon

    Are video games more than just pornography?

    The strong point with games as an art form, is that they are interactive and dynamic. Also, games can contain and enhance other forms of art. That is why their future is so vast. And ofcourse, they can contsin other humans. [Edited by - HumanoidTyphoon on January 31, 2009 10:47:06 PM]
  13. HumanoidTyphoon

    Get/Set Methods In OOD

    I have a question for anyone in particular.. Is it always better design to use properties in methods INSIDE the object itself, if the properties exist? Or is that decided upon based on situation? Also, can properties be overloaded for assignments and returns of different datatypes?
  14. HumanoidTyphoon


    Now all you have to do is multiply anything that should rely on time for its speed calculations, to the time variable. Im not sure if you can monitor certain things when throttling your loop like that. Lets say you are throttling your fps to 60. Your fps potential could be 150. Now if you add an overly complex mesh, or an inefficient algorythm, and your fps drops down to 75 based on this 1 thing you added, how are you going to know? How are you going to gauge that you may need to make the mesh lower poly, or only run the algorythm once every x iterations of the loop instead of everytime?
  15. HumanoidTyphoon


    It depends whether you are using an engine, or whether you are trying to make an engine. If you are using an existing engine, then it probably provides a function that returns the time elasped, if it doesn't then i guess you do need to add it. Google for the most efficient ways of doing this, also keep in mind that it needs to be fairly accurate (milliseconds). See what others are using with the same technology you are using. If you have a function you use, that returns the elapsed time, like for the engine im using, then only call that function once per loop (at the top), save it in another variable, and reference that variable in your calculations, not the function. If you keep calling the function, it will give you inaccurate timing because it works out elapsed time from its last call. Looks right.. you are also throttling the game loop to run at no more than x fps. I have never done that, so I dunno if thats good or bad. [Edited by - HumanoidTyphoon on January 20, 2009 6:09:44 AM]
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