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Rhodesy_25852

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  1. Thanks all for the input. Onto my next item (which itself could be a new topic) regards to entity systems: I have one written out working nicely, now I wondered if anyone else has used these with networked games? My view is to have one running on both client and server, and try to keep them synced. Anyone else?
  2. Yeah, I thought about not having the client do any prediction/checking if it was a local running game, and just have the server side do it all... lag will be minimal and not have much (if any) effect on the gameplay. If it turns out to be the only suggestion that might be the way to go. [img]http://public.gamedev.net//public/style_emoticons/default/cool.png[/img] With regards to transport, I have already done what Ashaman73 suggested.... I will create a UDP transport, possibly a TCP one too at first (as it's a bit easier that writing a reliable UDP one) and I have a local transport that simply writes and reads from a buffer.
  3. Hello, I've been doing a fair bit of research on the best approach for putting networking play into a game im working on, and I've read that many games today are developing their singleplayer gameplay just as a local hosted network game. Does anyone have experience in this, or have any articles on the best approach for this? I am conflicted with the idea of how to handle game logic for this, because if your "client" is running predictive logic that the server is master over (client predicts, server validates), then are you not leading to running the same logic checks twice on the same machine? Is there a better way to look at this? A better way to separate or even merge the logic depending on the type of game you're playing (singleplayer or multiplayer) and keep the simple design of only having to develop one core part of the game that can be shared by both the single and multiplayer aspects? An example of this would be: [list] [*]Client moves, sends input to server. [*]Client hits a wall, has client logic to handle collisions. [*]Server handles the input and it too detects the collision, sends result back to client. [*]Client reads server response and if needed corrects. [/list] [i]And with this, there are two of collision handling checks.[/i] I've love to hear other peoples experience of this sort of idea/problem and how they've gone about it. Many thanks.
  4. Did I dream about hearing that Theme Hospital was coming to IPhone?
  5. Stephen Hawking has dismissed heaven as a "fairy story for people afraid of the dark"
  6. IF you put all the people on the planet head to toe, they would wrap around the world 134,652 times. #possiblefact
  7. Watching Russia on #Eurovision makes the World Cup defeat a bit less sour.
  8. If the McCanns are somehow involved in the disappearance of their child, would they write a book about it? or try to let it "blow over" ?
  9. Office bitching yay, I really love it. </sarcasm>
  10. Joke: Why was the tomato not invited to the party? Because he wasn't a fungi.
  11. Hey guys, I wondered if someone would be able to help point me in the right direction for working out collisions in a simple 2D engine I'm putting together. I have a basic 2D tile grid, and tiles can either be on or off. What I want to do is allow the user to drag tiles around freely and have them snap back to the grid on release. But the issue I'm having is with multiple tile collisions, I wondered if someone could provide a pseudo explanation of how I should be calculating my collisions and responses? At the moment I have in my game loop: [list][*]Update positions[*]Test for collision and reposition when colliding[/list] Am I needing to separate my detection from my response? And should I be accumulating my repositioning vectors and then applying them at the end? Many thanks. -Stephen