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About webjeff

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  1. webjeff

    Wi-Fi Latency (Local Network)

      I mean if user A hits their button first, but shortly there after user B hits there button (I'm talking a 10th of a second).  Could packet A hit the router, sit because the router is 'busy' and packet B hit the router and get filtered out to the PC first, then packet A.   Also, when you say things COULD happen or delays MIGHT happen, how much time are we talking?  1-10 millseconds, 10-100 milliseconds, seconds?  Obviously if we're talking a few milliseconds then that's acceptable, but if we're talking a few seconds on occasion then things won't work.   Thanks!
  2. webjeff

    Wi-Fi Latency (Local Network)

    Thanks for the responses!   Does anyone here think that a router could cause a long enough delay such that if you pressed a button on both devices (same mobile device hardware-wise) but one device you pressed slightly faster, that the router could become congested and deliver the wrong packet first?  Or is any issues like that really so fast (sub 10 milliseconds) that its imperceptible?   Should I just use TCP instead of sending out my own multiple packets as well?   Thanks again for the help!
  3. Hello,   I'm working an a time sensitive project over Wi-Fi.  For my example, imagine a button on two mobile devices (same devices) connected to a local Wi-Fi router as well as a PC connected to that same router.   Everything is offline and locally connected.  The PC is hardwired.   I am trying to find the best way to use Wi-Fi so that the PC application will know which mobile device's button was pressed 'first'.  Like who buzzed in first in a game show for example.   I understand enough to know the limitations of Wi-Fi, but I'm curious if anyone has any suggestions on how to make this work with extreme precision?  Ideally, I'd like the mobile devices to sync up to the CPU tick time and then send a packet containing the exact tick the mobile device was on when the button was pressed then when the PC gets both packets of data, the PC can evaluate the data and return the results.   Is this possible?  Or is there any other ideas?   Thanks!
  4. webjeff

    software contract (good or bad)

      Frob, I wasn't aware of this.  Thank you.   My particular situation is that while we did verbally agree to the %, the rest of the terms in our contract were still being negotiated and never fully agreed on.  So, I think I'm safe.  However, in the future, I'll request more time to think about the entirety of the of the project before agreeing to any bullet point on any contract.   To anyone wondering, I have officially decided to walk away from this project.  I don't believe we can come to an agreement on all the terms.   Thanks again for all your guys comments and suggestions, it's given me a fresh perspective on working with royalty based projects in the future.  I especially like the idea of money up front that would come from the royalty stream later, puts the risk back on them more or less.  Probably would need to take less % for the lesser risk, but still worth it IMO.   Thanks
  5. webjeff

    software contract (good or bad)

    Thanks again for your feedback, VERY helpful!     I was actually seeking % based projects because I wanted to start looking for more passive income.  I'm tired of the straight cash for contract work gigs :(.      Interestingly, at the time I didn't think it was a bad % ... well, I kinda did, but I convinced myself that 15% of something is better than 100% of nothing ya know.  The part I didn't really factor in, was the part that I'm really doing 100% of the work, haha.
  6. webjeff

    software contract (good or bad)

    Thanks for the feedback guys!   I probably painted a slightly grimmer picture than it is, but the facts are facts.  I do feel bad because they have been nice to me (relatively speaking).   To be honest, the contract we are working on isn't something that would hold up in court, since it's just a document of bullet points.  I think it's more of a gentlemen's agreement that I would honor if I sign and would expect the same, but I certainly will not sign unless I'm satisfied.   Although, I did verbally agree to some of the terms, in specifically the % split.  To which now I do not agree with, glad I didn't sign anything!  However, I think they will be upset :(.  Life isn't fair I suppose.  Problem is, they will probably want to know what I want and I'll probably have to say at least 40% to 50%.   Thanks
  7. Hi guys,   I'm not sure where else to post this, I'm working with a client and have started on an application (not game) for them.  The terms of the deal between us was that I'd receive 15% from the sale of the software, I had to negotiate up from 10%.  We have not signed anything yet, will be doing that soon, however I already started on the project and frankly had to see if I could even do what they wanted and yes I can, after testing and working on it.   I'm now hesitant doing business with these guys anymore, I'm sure they mean well, but I think they are now expecting me to do a lot of work, in multiple phases and I no longer see 15% being enough.  Considering, this is their only software line for their company.   I feel like I'm getting the short end of the stick.  I have to write the entire first phase product which won't include all the features, but still need to finish it before they can sell it.  I'll have to deal with the bugs and deal with them adding features (feature creep).   They want to own the code as well, give me 15% of the sales and have me deal with any financial costs for development that I cannot do.   What do you guys think?  They are bringing to the table an existing customer base that they want to push to upgrade to this product.  I don't know exact numbers and frankly, I have a concern with some customers moving to an all software solution, their current product has a VERY old software and small device.   Frankly, I could finish and sell this product myself.  Not that I would, but just pointing to the fact that they are not bringing much to the table other than their existing customer base which may or may not upgrade (probably will).   One last thing, their last developer which they are moving away from gets a fixed amount per sale (not %) and they do not like that, I feel the % is to save them money and again, I feel like it's not enough.   What do you guys think?  I know it's hard to say one way or the other; anyone have a gut feeling?   My fear is that I'll be doing a lot of work, for very little money in the end.   Thanks  
  8. webjeff

    Lua Function Stack

    Sneftel, Excellent description. That's exactly my problem, I was loading a script and setting up a global function 'Update', then redefining it in another script. If then I execute Update in both threads (lua threads) I was expecting to call each function. However, since they share the same global table it's overwriting them. Is there anyway to keep a reference to each 'Update' function in the global table without having to create a separate 'global state' so I can still share data between them, but still use similar functions like 'Start', 'Update', etc.? Thanks Jeff.
  9. webjeff

    Lua Function Stack

    Hello, I am trying to figure out how this works a bit more. Essentially I am running into a case where two scripts have the same functions (Start, Update, and let's call one Test). After loading both scripts, I can push the Start/Update function on the stack and call them from C++ and they run their respective functions. However, within the lua script, I call Test() from the Update function and both scripts end up using the Test() function from the last loaded script. So my question, what really is going on? I thought both threads/states have their own stack and their own functions. How is this different from me calling Update from C++? Thanks Jeff.
  10. I am not sure I understand completely what you want, but let me throw some ideas out for you.... For a map, you shouldn't be using a Camera or separate viewport at all. Usually a rendered top down view (or modified version) is best. Let's say your map is 512x512, you will only draw maybe 100x100 area and use UV offsets/texture matrix to translate the image across the 100x100 to look like it's scrolling with you. You'll need to get the dimensions of the world in real units and map them on to the texture size so you can do this properly. It looks like you're using C#, I don't know enough about those libraries to give you code snippets, but search for texture transform and start there. Jeff.
  11. One more thing. I would put a check to ensure you're never doing more than a handful of cars through physics. Depending on you're way points you could have all 30 cars running physics on which would be killer. Might want to do only a subset of the closest ones, no matter what the distance and see if that helps. At least until you can be clever about way points and trying never to have more than 5 or 6 fully physics cars running.
  12. ayush, I'll mention a couple things in my head and you can sort them out. 1) I wouldn't 'spawn' cars at way points near you. This can be weird to the user if they happen to be looking at a way point and see a car pop in. I would think about setting car's on fixed path's (a path being a set of way points). Then if the car is within a near distance, they do full physics, if they are in mid distance you just translate the car model along the path and if they are in the far distance you just don't update/render it at all. Although, you could spawn them in the above scenario if you hit a far distance where the player can't see. This could work to. 2) I didn't like the erasing of the near way point vector either. I don't like STL much anyway (but lets not get into that). Instead, you only need to gather you're near way points when you need to spawn a car. So, I would iterate through your way points at that time to get the nearest ones and not maintain a real-time near way point list. My 2 cents. Jeff.
  13. I've had the lucky experience for working with a component-based engine. I can see how you might think this would be a good thing, but I don't think it'll work and will probably just cause future headaches. Think of it this way, your way would require you to "Update" the Transform component so it can pass data down the tree to the RenderComponent. This already stops you from just grabbing all Render Component's and rendering them in a bunch which is really the power of components. Components should be independent. However, that doesn't stop you from referencing components from a component. In your example of you're automobile, I would do something more like... Car( "car0" ) |--- Attribute<unsigned int>( "gears", 5 ) |--- Attribute<float>( "speed", 50.0, 0.0, 100.0 ) |--- AudioComponent( "sound0", sound0 ) |--- AudioComponent( "sound1", sound1 ) |--- AudioComponent( "sound2", sound2 ) |--- Vehicle4WheelComp( "auto logic") Vehicle4WheelComp <-- Contains logic to move tires, rotate them, etc.) |--- WheelComp("wheel1") <-- Contains offset (TransformComp) and (StaticMeshComp) |--- WheelComp("wheel2") <-- Contains offset (TransformComp) and (StaticMeshComp) |--- WheelComp("wheel3") <-- Contains offset (TransformComp) and (StaticMeshComp) |--- WheelComp("wheel4") <-- Contains offset (TransformComp) and (StaticMeshComp)
  14. I disagree with the use of templates here. I think the best solution, since it is a derived type anyway is to provide a DrawVbo(MeshVBO* m) function instead of trying to make a Draw() call that takes both types. The problem with your implementation is that the compiler doesn't know which Draw() call to use since both are valid on a MeshVBO class (because of the inheritance). Plus, since MeshVbo is a derived special type of a Mesh, using a special function for those types is not atypical. Jeff.
  15. webjeff

    C# + C++ sync

    Hey Guys: Thanks for the replies. I think the consensus is to just port it, which is fine and I sort of figured that. I was more wondering if there are any tools to help keep a C++ engine and a C# engine in sync as features are added. I would guess not, but I would want to test/debug in C++ and then port to C# as features are added. I think that's the approach I will take. Let me know if anyone's maintaining two engines and what their thoughts are. Thanks! Jeff.
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