• What are you working on? v19
    6,590 replies, posted
[QUOTE=ColdFusionV2;31366722]Lua is probably the most C like (well known and widely used!)scripting language you can get. Other then the Lack of Classes but those aren't needed anyway if its only a scripting interface.[/QUOTE] C# for scripting is nice :v:
[QUOTE=icantread49;31378134]C# for scripting is nice :v:[/QUOTE] Is it possible to use c# as a scripting language wih c++?
[QUOTE=Richy19;31378240]Is it possible to use c# as a scripting language wih c++?[/QUOTE] I believe definatly is in C++/CLI but without? I do not think so though could be wrong, but found no references to it online.
[QUOTE=Richy19;31378240]Is it possible to use c# as a scripting language wih c++?[/QUOTE] C++ can host a C# CLR and interface with it, while C# can access anything C++ can access with just the added complexity of the managed barrier. So yes, it's possible, but making it a runtime scripting language is more of a hassle than anything. [URL="http://www.codeproject.com/KB/COM/simpleclrhost.aspx"]http://www.codeproject.com/KB/COM/simpleclrhost.aspx [/URL]This is a pretty good example about how to host a simple .NET clr.
Seems I was wrong, would this help? [url]http://support.microsoft.com/kb/828736[/url]
Eugheh. So, I went to the dentist. While waiting to go in to the office so I can lose half the feeling in my mouth, I finished documenting my source code. Thanks to putting what my methods do in to English, I find that their names should be different. Anybody else have that?
[QUOTE=Overv;31375766]Could anyone who wasn't able to register earlier try again? [url]http://www.overvprojects.nl/fpchat/[/url] You don't have to chat, I just need to know if registering works better now.[/QUOTE] It still doesn't work for me, same error..
Try again, it didn't like the semicolon in your name.
Isn't that a colon?
[quote]Patience! It will be released in 12 days, 18 hours, 59 minutes and 27 seconds. (Blame Fallout: New Vegas!)[/quote] I love new vegas, but I also hate it.
[QUOTE=q3k;31376736]This would make for a kickass screensaver.[/QUOTE] It reminds me of [url=http://www.aliensaint.com/uo/downloads/]Substrate[/url].
[QUOTE=Overv;31379385]Try again, it didn't like the semicolon in your name.[/QUOTE] Haha, I had a feeling that was it :v:
"Patience! It will be released in 12 days, 17 hours, 59 minutes and 35 seconds. (Blame Fallout: New Vegas!)" God damn Overv!
[QUOTE=DevBug;31380542]"Patience! It will be released in 12 days, 17 hours, 59 minutes and 35 seconds. (Blame Fallout: New Vegas!)" God damn Overv![/QUOTE] Blame New Vegas. It took over Overv and made him play it.
I don't know who New Vegas is but I'm mailing them a turd.
[QUOTE]Patience! It will be released in 12 days, 17 hours, 59 minutes and 35 seconds. (Blame Fallout: New Vegas!) [/QUOTE] :'( I'd even been planning study time around the event! Thrown all out of whack! Stupid overpriced piece of laggy shit New Vegas, we used to be friends.
Overv, the fate of up to 10 people lies in your hands! jk I'm sure it will become an instant success
I have a question regarding creating a proper server/client system. I tried one time, without thinking too much about it, making the clients tell the server every time it moved one unit. (3 pixels or so) Obviously, this caused huge lag. Then, I changed it to a tile-based system so data would only need to be sent every 80th pixel. This fixed the problem. However, I'm wondering how it's done in other games that are not tilebased. Does anyone know?
[QUOTE=no-named;31384833]I have a question regarding creating a proper server/client system. I tried one time, without thinking too much about it, making the clients tell the server every time it moved one unit. (3 pixels or so) Obviously, this caused huge lag. Then, I changed it to a tile-based system so data would only need to be sent every 80th pixel. This fixed the problem. However, I'm wondering how it's done in other games that are not tilebased. Does anyone know?[/QUOTE] I don't know how it's usually done (I really should have researched it before I started), but what I'm doing is when a player starts walking it tells the server what direction they are going to walk in, and what the current time is. When the server gets this information, it sends it to all the other players in the game too. Every time the server or clients iterate, they update the position of all moving characters to (the start position) + (time since they started walking) * (walk speed). Also the server sends each client an update of the current position of the characters every half a second or so to make sure they are all aligned.
[QUOTE=Ziks;31384925]I don't know how it's usually done (I really should have researched it before I started), but what I'm doing is when a player starts walking it tells the server what direction they are going to walk in, and what the current time is. When the server gets this information, it sends it to all the other players in the game too. Every time the server or clients iterate, they update the position of all moving characters to (the start position) + (time since they started walking) * (walk speed). Also the server sends each client an update of the current position of the characters every half a second or so to make sure they are all aligned.[/QUOTE] That's a pretty clever method. I do enjoy the current tile-based way of moving, but perhaps it will be more optimized by implimenting this. Thanks.
[QUOTE=Ziks;31384925]Also the server sends each client an update of the current position of the characters every half a second or so to make sure they are all aligned.[/QUOTE] Isn't this unnecessary? If you send the time when they started walking, it should be synchronous with the server.
[QUOTE=DarKSunrise;31384999]Isn't this unnecessary? If you send the time when they started walking, it should be synchronous with the server.[/QUOTE] If there is even a very slight difference in the positions of entities relative to each other on the client and server then you can get collisions that occur on the server that the client misses, and vice versa.
[QUOTE=Ziks;31385089]If there is even a very slight difference in the positions of entities relative to each other on the client and server then you can get collisions that occur on the server that the client misses, and vice versa.[/QUOTE] Every half second is pretty fast.
[QUOTE=Map in a box;31385144]Every half second is pretty fast.[/QUOTE] I'll slow it down a bit
[QUOTE=Map in a box;31385144]Every half second is pretty fast.[/QUOTE] I'm sure he's not working on an MMO.
[QUOTE=Ziks;31385171]I'll slow it down a bit[/QUOTE] If it's not particularly fast-paced, every second or every other second should probably do I suppose?
[QUOTE=esalaka;31385214]If it's not particularly fast-paced, every second or every other second should probably do I suppose?[/QUOTE] Every 1-2 seconds at least.
With prediction, you can send way less packets but still achieve the same goal.
Maybe you could make some "keep going" packet that essentially tells to repeat the last move by an entity? [editline]28th July 2011[/editline] With a large amount of entities in a three-dimensional world this could be effective as potentially only one third the data would have to be sent (Assuming 32-bit entity IDs, 16-bit packet IDs and movement packets containing a vector of three 32-bit floats)
[QUOTE=esalaka;31387054]Maybe you could make some "keep going" packet that essentially tells to repeat the last move by an entity? [editline]28th July 2011[/editline] With a large amount of entities in a three-dimensional world this could be effective as potentially only one third the data would have to be sent (Assuming 32-bit entity IDs, 16-bit packet IDs and movement packets containing a vector of three 32-bit floats)[/QUOTE] Or something along the lines of a velocity packet, so you only have to tell clients about when an entity's speed changes, not when it moves.
Sorry, you need to Log In to post a reply to this thread.