• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

sungoco

Members
  • Content count

    18
  • Joined

  • Last visited

Community Reputation

102 Neutral

About sungoco

  • Rank
    Member
  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. 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. 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. No answer, May be I need google again.
  6. Quote:Original post by FritzMar the client interpolate How to???
  7. Ths a lot. I'll try your suggestions.
  8. 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. 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. 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. Perfect google
  13. 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. 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?