# Udovis Devoh

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1. ## How to estimate latency in one direction only

The game I'm working on is peer-to-peer, and some movement predictions will be accurate because some movements will follow a predefined sequence. My game is a fighting game. Example of "easy-to-predict" movements: parabolic jump, throwing fireballs, special moves. That's why movement prediction will work well in some cases.
2. ## How to estimate latency in one direction only

Alright, I guess I will use half of total latency.
3. ## How to estimate latency in one direction only

I don't know yet. If there are simple ways to get unidirectional latency, I will use it because it's closer to what I need. Maybe half bi-direction latency will be acceptable if uni-directional latency measurement is too complex.
4. ## How to estimate latency in one direction only

Yeah, but if player 2's clock is slightily different from player 1 (+- 100 ms), that wouldn't work, wouldn't it?
5. ## How to estimate latency in one direction only

Hi, I'm working on a realtime multiplayer game. I want to do movement prediction to compensate for network latency.   In order to do that, I need to know how much latency there is between players.   For instance, player 1 sends a message to player 2. How much time did it take for the message to be transmitted? Player 2 could send back a response to player 1, and player 1 could know an approximation of the latency by taking the total time and dividing by 2. That could be a good approximation or maybe not. If it takes more time in one direction compared to the other, then that approximation is not good enough.   Are there other more accurate ways to estimate latency between players? Thank you.   edit: The game I'm working on is peer-to-peer, and some movement predictions will be accurate because some movements will follow a predefined sequence. My game is a fighting game. Example of "easy-to-predict" movements: parabolic jump, throwing fireballs, special moves. That's why movement prediction will work well in some cases.
6. ## Android: 2D game: drawing on canvas, more than one View VS doing more blits

I'm working on a sprite based 2D game. I have 2 views in my activity. One for sprite, one for the background image. From your experiences, which of the two is fastest:   Drawing the background and the sprites on the same View OR Having two Views (one with the background, one with sprites) so there are 2 "layers".   Thank you!

8. ## 2D Graphics on Android. Should I use OpenGL ES?

Hi everyone. I'm making an 2D game for android with some intensive 2D vector graphics. I know it is possible to draw stuff on a Canvas object, but I don't know if it's fast enough for making a game with high FPS. My game will have a background layer (bitmap image) and some (not-so-simple) vector-based characters over it.   Should I use OpenGL ES? Should I use a canvas and draw on it? If not, what could I use? Is OpenGL worth it for 2D graphics? Is OpenGL much faster than "drawing on canvas" in 2D?   Thank you.
9. ## Platformer with procedurally generated content

Hi everyone, I hope I'm posting this topic in the proper section. I created a platformer game with randomly generated content (music, level, textures). [b]Features:[/b] [list] [*]Randomly generated levels (but with "deterministic" consistence when going back to the same level. [*]Many powerups: Ninja suit, nunchakus, rasta has, drugs [*]Randomly generated music [*]Randomly generated textures [*]Curvy surfaces [*]Randomly generated Parallax background [*]Water [*]Complex randomly generated clockwork machines on which you can walk (with platforms, gear, pendulums, seesaws, flail balls) etc. [*]"Controversial" theme about religions, capitalism etc (SouthParkish humor). [/list] You can download it here: http://www.anticulture.net/RandomGames.php The name is "Abrahman McGuyenski's Adventure" Outdated trailer (the new version has better graphics and much more features) [media]http://www.youtube.com/watch?v=xwYpq2T0ifQ&feature=plcp[/media]
10. ## Platformer with procedurally generated content

Hi everyone, I hope I'm posting this topic in the proper section (edit: oops wrong section), please delete topic.
11. ## Old school racing (TopGear, Lotus) game track algorithm

Just to keep interested people updated, I finished the new version of my game (requires a modern browser (Chrome, Firefox, Ie9)) [url="http://www.anticulture.net/Games/ajaxracer/"]http://www.anticulture.net/Games/ajaxracer/[/url]
12. ## Bézier curve in old school racing game

Thank you guys. I think (not sure) everything is software rendered because I use a canvas.getContext('2d'). [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]The Catmull-Rom spline seems to be a good solution.[/left][/size][/font][/color]
13. ## Bézier curve in old school racing game

Hi! I'm currently working on an oldschool racing game (top gear, lotus, rad racer etc). In order to improve its look, I would like to draw bézier curves for the road's side and the white line in the middle. (see screenshot in attached file). I would like to know where must I add control points. The best would be if someone could post a modified version of my screenshot with location of control points. Thank you!
14. ## Game Save Data

Maybe you already know about Binary IO, but let's assume you don't. If you save data in text format, it will be easy for people to edit the save game. When saving in text format, your numeric variable's values will be saved as the number represented in ASCII character. As you probably know, there are 256 ASCII characters. These characters take exactly one byte when you save them in a text file. The text file will look like something like this: [CODE] 1 8 4 1 [/CODE] If instead you save your data in binary format, your numbers will be saved as the byte's number itself (from 0 to 255). If you want to save larger number than 255, you will need more than one byte (each byte is 8 bits). When saving in binary format, you normally often don't need to play with such details manually. Your file will look like a bunch of random characters, and those willing to hack it should deserve to be successful (in my opinion). [url="http://courses.cs.vt.edu/~cs2604/fall02/binio.html"]http://courses.cs.vt.edu/~cs2604/fall02/binio.html[/url] If you really want to make it harder to hack (it's always possible to hack an encryption method when it can be decrypted by your program), you must use encryption methods. You can create your own encryption method using some mathematical operation on number, or you can use existing ones.
15. ## How to I get good at game programming in C#?

It depends a lot on the level your programming skills. What's the coolest (even if it's very simple) program or game you have ever created (all by yourself)? Can you describe it? Are you an absolute newbie to programming (there's no shame in that)? What programming language did you use? To learn fast, you need people to guide you from the point you're at, so describe it.