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About Sharsnik

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  1. So, I've done some reading, and while this theory is not yet completely formed, it seems to me that using std::bind and/or closures may be a better way to go about this.   The closure encapsulates the function call, and is then serialized to some sort of stream to be sent over the network. In C# you can pretty easily serialize the closure with Reflection (I would assume), not 100% sure how you'd go about it in C++, though. The data in the closure is strongly typed though, so I imagine it is possible.   I shall continue working on the problem with this approach.
  2.   That sounds reasonable. I'm wondering though - just for the sake of the workflow - if it might make more sense to generate the files based on the initial class definition (I.E. C++ or C# code). Do you know of any libraries that can parse code into memory like that? Once the code is loaded, the generation should be reasonably trivial, I would think.
  3. I'm trying to come up with a nice system for syncing RPC calls on a client-server system (in C#).   Currently a call looks something like this: static public void swapItems(int itemIndex1, int itemIndex2) { sendRPC("swapItems", Network.player, itemIndex1, itemIndex2); }   And then the server interprets the data like so: protected void swapItems(NetworkPlayer user, int itemIndex1, int itemIndex2) { User tempUser = mUserMap[user];   Item item1 = tempUser.getItem(itemIndex1); Item item2 = tempUser.getItem(itemIndex2);   tempUser.swapItems(item1, item2); }   This system works okay, since the call wrapper is strongly typed. But there are still a few problems. One is that the actual RPC call isn't strongly typed, so if I change the definition on the server side, the compiler doesn't flag the RPC call as invalid. The second, is that it basically doubles the code required to create all the call wrappers.   I'm wondering if there is an easier, cleaner way to create the call wrapper. One solution would be dynamically creating the code based on the server's call definition, but that seems like a bit of a hassle to work into the work-flow.   Anyone have a better idea, and/or a library that already does this?
  4. Thanks for the advice!   Hopefully we get lucky and manage to find someone.
  5. Hey there, not sure if this the correct place to post this type of question, but here goes.   My studio's first game is almost completed™, and we're now looking for a publisher.   Does anyone have advice on where to go / how to find and pitch this type of game to a publisher?   The game can be played at side-quest.com , it is a free to play browser MMORPG.   Any help and advice would be greatly appreciated.   Thanks!
  6. Hello Indie Game fans! This is Connor Brennan of [b]Fractal Entertainment[/b] here to tell you about the release of our first ever [url="http://www.kickstarter.com/projects/1460827633/sidequest"]Kickstarter[/url]! [center][url="http://www.kickstarter.com/projects/1460827633/sidequest"][img]http://www.temp-name.com/sidequest/design/image_title.png[/img][/url][/center] [i]SideQuest[/i] combines the accessibility of a flash game, with the social aspects and depth of an MMORPG and adds in a dash of our own unique style! Check it out! Kickstarter: [url="http://www.kickstarter.com/projects/1460827633/sidequest"]http://www.kickstarter.com/projects/1460827633/sidequest[/url] Website: [url="http://www.side-quest.com"]http://www.side-quest.com[/url]
  7. I suggest that if you have little programmign experience you use something like flash. It is by far the easiest language to pick up and make a game for (The entire language is object/graphic oriented). It is also already designed for network play. Even in c++ in order to do graphics and networking well, you need to include winsock and (there are a few alternatives, but...) directX. Flash is also a good stepping stone to general object oriented programming, and the later releases are getting to be very powerful (shader support and the like).
  8. Yeah, but the edging, shadows and texturing still needs work ;p
  9. Quote:Original post by Zahlman I guess it depends on how high your demands are. I'd say Sharsnik did a better job on the water than on the trees ;) Work in progress <g>
  10. The simplist method is to use a normal map to refract the reflection. You can fake the water physics by animating the normal map, and adding various decals (for ripples and the like). A transparent blue tint + an animated normal map gives pretty good results. I actually opted to NOT do reflections, since they're quite costly. Instead, I just draw the water over the main scene, and refract it based on the normal map. Simple example:
  11. Generally speaking, you shouldn't need to use triangle-perfect collision detection. If you absolutely MUST, the fastest method would prolly be to just do a point-sphere test on the object's vertexes. Take the collision closest to the orginal position of the sphere, and then run a negative ray-sphere test on orginal sphere position in order to determine the exact point of intersection. As with any space-based tests, some sort of culling system will help improve performance dramatically. Start with bounding sphere tests, and try to break the model into small groups of vertexes in order to minimize testing.
  12. Ah, okay cool. If you're only looking at 30 nodes, you probably don't need to worry about the distance to goal estimate (in fact, calculating that would probably take just as long). In this case Dijkstra's algorithm should work just fine. I'd use the OO version, just for ease of use. Though, I'd still say using a binary heap is prolly the best way to do things. Basically, you just wanna use A* with no distance estimate (that pretty much turns it into Dijkstra's). The binary heap class *should* except classes as members (you just have to give it a function to sort them by). So, if you use the OO set up, and you prolly just feed those node data's into the binary heap (The binary heap doesn't actually need all the node data, just "current path length" and a pointer to the "node" - alternatively, you can just save the current path length in the node data itself). Though, honestly... if you're only using 30 nodes, you don't really even need to worry about optimization. A* can easily run through 1000s of nodes in 10s of miliseconds. Maybe we should just go back to figuring out what's wrong with your orginal code?
  13. Hmm... I think your orginal set up is a bit off. All A* requires to run is a list of nodes. Each node should have a position, and a list of the nodes it can connect to. I'll assume you are using 3D eucleadin space. The easiest way to set up the algorthmin is with a astarNode class. You'll want to track position, and keep a list of the nodes this node connects to (later on you may want to add in connection types, node type, etc - Nodes in water have movement costs, jumping node connections do as well). Note: Using path lengths is not a bad idea either. But, A* requires an estimate of distance to the goal (in 3D euclidean space this can just be startPos - endPos). Using arrays as you are can work, but assuming you're going to end up finding rather complex paths, writing it with object orientation in mind is the best bet. However, I'm not familar with javascript, so I dunno how much of a hassle that might be. As for the binary heap, you will pretty much need to use classes to be able to use it, seeing as the ordering of your array will change dramatically, and you won't be able to tell which node is which. If you give me a bit more info about what you're trying to do, I may be able to be more helpful.
  14. Using A* is prolly your best bet. I'm not sure what's the current code's problem is, but path finding algorithims are in no way limited by node order. (Your code sorts the list to begin with anyway.) O(n) is called big O notation. It is used to describe complexity of a given problem. In this case, the number of elements of the data set that must be checked in order to produce the approiate result. For example, a basic unsorted array takes up to n tests to find a given value. We call this O(n). Obviously, as the number of elements increases this can get to be a very big number. O(log n) therefore is a huge improvement on computation speed when dealing with large list sizes (which most path finding algorithims do).
  15. Binary heaps are a data structure that is semi-sorting. Basically, it solves the sorting problems you see in path finding algorithmins just by the way the data is stored. In A* you want to find the next closest node that has been added to the OPEN list. When you add a node to the binary heap, it automatically adjusts the data to make sure that the closest node can be found in O(1). The actual adjustment takes O(logn), I believe. http://en.wikipedia.org/wiki/Binary_heap FYI, the CLOSED list of A* is best with a map. Since you'll be doing a bunch of lookups, which take O(n) in a binary heap T.T