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Commander Shepard

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About Commander Shepard

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  1. Commander Shepard

    Custom physics for rigid body

    The context here is unreal engine 4 There is a character class inbuilt that possess basic character movement physics like walking , jumping , going up on an inclined surface etc etc. which is fulfilled in the engine by specialised movement code that is not ran on any physics engine but computed on CPU each frame on game thread. You can say it simulates some of the physics properties like velocities and acceleration calculating how much to move the character but its not a real physics simulation. I wonder if how feasible it is to extend this kind of system to support a free rigid body like object, say making a box tumble around but with custom code instead of something like PhysX or Bullet. Is it worth it or would I simply end up with something that engines like PhysX can already do?
  2. Commander Shepard

    What advantages Lumberyard/Cryengine has over UE4?

    Well if you put it that way maybe the price should be considered, if you feel that a good interface and user base isn't worth $300 or more then using Lumberyard is the better deal.   I Downloaded Lumberyard again, a pain as it is huge and there are a few hoops you have to jump before it runs, just to see how it is again, underneath it has almost everything Unreal has, I would go so far as to say that they are infact on par with each other. The size is annoyingly large Unreal is >15 GB and Lumberyard is > 40 GB Most of that is pre-made assets that will be great for testing; but developers never use these for there actual games just as no artist sells a model with the 3ds max pre-made materials attach.   Underneath it has most of the same things Unreal does, there is nothing that I feel justifies switching.         How is that not considered theft, 30% for retailers 30% for tax, you get less than half of the money you earned. As a artist our retailers gets a 10% cut, even then we consider it too much.       What I see is that lumberyard and UE4 are nearly same under the hood , but the Edge Ue4 has is it takes 100x less effort than Lumberyard or CE to get the same thing done. For example the animation system in UE4 . Also CE and lumberyard are less performant than Ue4.   Also Lumberyard seems to be taking a direction to improve its usability and toolset, while CE5 is still focusing majorly on Graphics performance.    The one edge I see here is that rendering of hard metallic surfaces seems a bit better in CE/Lumberyard while everything inherently looks plastic or teflon in UE4. But again that depends on the assets and how they're used.   Does anyone thinks that CE/Lumberyard being a forward renderer has some advantage?
  3. Commander Shepard

    What advantages Lumberyard/Cryengine has over UE4?

    Lots of people are happy being tied to Amazon's cloud services.   yeah I don't think its a severe limiting factor or anything , also I wanted to discuss pros and not cons. Like is there a special advantage for lumberyard renderer when compared to UE4 which can justify anyone using it instead of UE4. Or any other quality
  4. I come from UE4 community , Its a great and powerful engine , very easy to learn and use and you could build nearly any type of game with it quite easily. Its main strong points are complete set of mature tools , a very strong architecture and large community support.   Last year Cryengine went free in the form of lumberyard, later it itself became free to use releasing as cryengine 5.   So I decided to take a peek into both, the latest I see of lumberyard is its going the same route as Unreal engine in its architecture (components,reflection,events etc etc) and improving tools and usability overall (might end up as UE4 clone with lua and forward renderer in a few years  :P  ) While I don't know much about cryengine 5 but it seems to be going more towards graphical enhancement route rather than improving usability and docs.     I wish to know about things that community thinks is different in CE5/Lumberyard that is something a UE4 user would desire but cannot get in UE4. Something positive that is exclusive to CE and has no proper alternative on UE4.
  5. Commander Shepard

    Server validation for client side weapon hit detection?

        That technically means using approximation and guesses like if the player had ammo , if he was actually near the enemy or could see the enemy? or does it means something else altogether
  6. I am familiar with Full client side hit detection and full server side hit detection.   However I'm not very clear on client side hit detection with server validation.   What are the different strategies server validation uses to verify the client's claim? I'm more interested to learn about some details of implementation of it, rather than purely theoretical explanation.
  7. Commander Shepard

    how to handle Immensely large multiplayer worlds?

      What do you mean by "keep one block away from the other without losing its positional data?" They're separate chunks of the world with separate sets of objects (including potentially players) and don't need to interact until a chunk detects that an object is leaving its boundaries. At that point it figured out what chunk the object is going into and hands the object's current state over to that chunk. (As one possible example of how to handle the problem.) Ok I think now I know whats stumping me ,   When an object is at edge of grid 1 but still large enough so that part of it goes into grid 2 and then it hits an object in grid 2 , as such how would you handle the physics for physics engine? because for physics engine the objects needs to be tied to the same origin.   can someone explain this?
  8. Commander Shepard

    how to handle Immensely large multiplayer worlds?

    Well that's essentially writing entire UE4 engine module, since Ue4 server is actually same as the client game just with authority over the decisions of game rules.   Trust me I've been using UE4 for 2 years now and I know about its level streaming and world composition features, they are indeed cell division method that work with origin rebasing but both are supported for single player only right now. The missing multiplayer support for origin rebasing should give you a good idea of the troubles it takes to implement with handling  of edge cases being the worst contender   This is the reason I was head hunting so desperately about large multiplayer worlds, if you search UE4 forums and answerhub you'll see it as frequently being mentioned and the devs replying that they'll add it at a later stage (never) .
  9. Commander Shepard

    how to handle Immensely large multiplayer worlds?

      What do you mean by "keep one block away from the other without losing its positional data?" They're separate chunks of the world with separate sets of objects (including potentially players) and don't need to interact until a chunk detects that an object is leaving its boundaries. At that point it figured out what chunk the object is going into and hands the object's current state over to that chunk. (As one possible example of how to handle the problem.) oh we meet again! pleasant surprise hmm I think , I might've just understood what you meant on SE. just now I think . lol thanks mate. I'll give it a try this week and come back to you. possibly only gonna run into implementation kinks and no problems with the actual logic
  10. Commander Shepard

    how to handle Immensely large multiplayer worlds?

    Please no , you are completely missing the point . its not about loading unloading things , its about overcoming the location issues with multiple users on the server.   As discussed earlier it still means a major rewrite of the game engine and the physics engine add to that the loss of performance for using a different number system than the code was optimised for initially   Finally I repeat again , I have no issues with understanding how cell division and origin shifting works in single player, but the moment you add two players on the server all hell breaks loose. please read the question again for exact problems that would appear when applying this cell division logic on server
  11. Commander Shepard

    how to handle Immensely large multiplayer worlds?

    Its not about what you can see or not , its about what exists on server, physics is not just decorative but say vehicle physics .   Like I said everyone misses the point , ITS MULTIPLAYER not single player, so even if one player cannot see it server still need to keep track of it since physics is part of gameplay and not decoration
  12. Commander Shepard

    how to handle Immensely large multiplayer worlds?

    Nope I'm not about the visual effects here, My game is a space sim where I want the player to be able to fly at actual tremendous speeds of a jet aircraft (~1000 Kmph) at this speed the world space re-presentable by floats would run out in a few seconds.    Cant find any details on any specific implementation of that when the situation is multiplayer , so far 100% of search results have pointed to how to handle that in single player which is comparatively way easier. (unity MMO fanboys posts, you know that's frustating)   only now am I got the dungeon siege details about multiplayer so this might be the first on point result I got , but you say that's an unusual case, so can you please direct me to a resource or research paper on the usual case?.
  13. Commander Shepard

    how to handle Immensely large multiplayer worlds?

      in case you missed it I limited by the following:     As such changing the number systems raises two large problems: 1. Engine code needs to be changed extensively 2. Code performance would degrade due to larger bandwidth usage and in translating double to float for GPU     There would be issues segregating the world into blocks because of the following :   1. Unlike single-player games you do not have a single player reference you can have for origin shifting,Two players might be in completely different blocks at the same time , this would mean both blocks should be processed in the same level tick now without changing precision how would you keep one block away from the other without losing it's positional data (float would become in comprehensible after a limit)   2. Since block origins cannot move, when an object is crossing over from one cell to another how would you determine which cell's origin should be used for processing its position,physics and rendering ?
  14. The most common practice that I read about for overcoming floating point precision in video games with large worlds is by dividing the world into cells and load it with player's position and shift origin of objects with respect to player.   However this seems to be only valid for single-player games. As soon as you change to multiplayer with authoritative server scenario a lot of anomalies arises. Since a authoritative server has to keep track of all of the world its not possible to base the origin off a single player   For a object that is halfway through two or more cell's co-ordinate system. which cell's part should it be ? and how should it react to it?   There seems to be extremely little to no information about supporting such worlds for multiplayer which are larger than what a common origin can support with enough precision.   I am working on UE4 so the common bottlenecks I see are physX being single precision and modern GPUs being feasibly performant only on single precision vertex data.    Can anyone shed some light on the topic ? I am all in to learn it if its possible on current technology 
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