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sungoco

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About sungoco

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  1. I'm maintaining an old project. Its Shader is ps_1_4 with dx8.0.   Now I have a assembly like this:   ps.1.4 texld r0,t0 mul r0, r0, v0      when I compiled with psa.exe or D3DXAssembleShader in program.   I recieved the error msg "(1) : (Assembly Error) syntax error"   Why?? texld syntax error???
  2. I'm maintaining an old project. Its Shader is ps_1_4 with dx8.0.   Now I have a assembly like this:   ps.1.4 texld r0,t0 mul r0, r0, v0   when I compiled with psa.exe or D3DXAssembleShader in program.   I recieved the error msg "(1) : (Assembly Error) syntax error"   Why?? texld syntax error???  
  3. physics in game server

    jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter jitter So many jitters!!!!!
  4. physics in game server

    Ths,I have read many related articles. Now I'm trying TSS. I have a problem. As TSS describe.Server should be leading state.And clients should be trailing states. So how leading state rollback??? If server rollback for one client, then the world's state changes. It will affect other clients results.So confuse~~~
  5. physics in game server

    No answer, May be I need google again.
  6. physics in game server

    Quote:Original post by FritzMar the client interpolate How to???
  7. physics in game server

    Ths a lot. I'll try your suggestions.
  8. physics in game server

    Ths for your suggestion. But I think "tell the server what the local player experienced" will bring many cheaters. I'll try correct again.
  9. physics in game server

    Ths, but sure , I choose the 2nd option. Now, It means server runs after client, but when players contact with each other, server runs before client. So when I send my state to server, the state of server is diffrent from client. So, I guess if the collide happens before server, I can get right result. And I don't need to fix my client. But how to make the collide happen before server?
  10. I have the same problem. Katie's answer is wonderful.But I have some questions about this solution. For example: We have p1 and p2. p1 has 4 Newton push force,p2 has 2 Newton. p1 run from left to right, while p2 run from right to left.So when they contact, p1 pushes p2 to right. Now trouble comes, assume that I am p1, when I contact with p2 on my screen, because of net latency, p1 contact with p2 is 2 or 3 frames before at server.So when server recieve the input of p1, the result of server's caculate is not the same as client.So p1 have to roll back it's state to 2 or 3 frames before.After fix p1 state, I resend the p1's input right now.Because of net latency, I have to repeat the process. In other world, I have to continue to fix client when p1 and p2 contact with each other. As this situation, we have to jerk our client.
  11. physics in game server

    By some testings. I have my own solution. But I still have some latency problems. Here is how I drive my physics game: 1.Client:I record character's snapshot every frame to compare with the server result, if the result is not equal to server's result, I fix my character's state; 2.When character is not sleeping(or character is moving), I send character's snapshot and input to server every frame; 3.When server recieved packet of client,server update the character in frame and send the packet (which is recieved by server) to others; 4.Now, I can get perfect synchronization world. 5.But, when character contact with others, I have to fix my character state every time. And my character shakes. The problem is caused by net latency. When character contact with other at client, It has already happened at server. How can I do?
  12. physics in game server

    Perfect google
  13. physics in game server

    These excellence articles help me a lot. Where I can get some source code like Quake or some physics MMP? Quake has opened source?
  14. physics in game server

    Ths a lot, I'll have a look
  15. I want to make an mmp with physics but I cannt resolve the c/s synchronous problem. Where I can get help?
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