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Posts posted by Josh
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Nice work, thanks. I think some color variation would make the piece more interesting. Maybe some metal details or lettering on the crate.
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Well, we are having a custom skin designed soon. I am not completely satisfied with either.
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Packet ordering and reliability are optional.
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I'm looking again for web design help. I have been experimenting with ip.content, and I really like it. I want to pull the website, docs, and forum all together in one system with a uniform look.
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The data transfers we are going to be sending are very small...the whole player update data is probably less than 100 bytes per update. Ethernet packets are capped at 1500 bytes:
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Well, what kind of data do we need to send?
-Client contacts server to join game.
-Server allows client to join game.
-Client sends key and mouse input.
-Server sends positions of players, physical objects, projectiles, health info, etc.
-Client or server disconnects.
-Game score, map changes, etc.
For example, the server might send ten "messages" in one packet, to update all the player positions. I am pretty sure it would be better to send all ten players' data in one packet than to send it in ten separate packets.
My feeling is the number of packets will be much more of a bottleneck than the actual size of the data.
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I think as a general thing, one big packet is better than 10 little ones.
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There's a new skin called "IPS Beyond" in the dropdown box at the bottom of the page. I like this a lot better than the default skin.
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We need to design a basic framework for handling multiple clients with one server. Each client needs a lua table to be associated with it, in the same way a model has an object associated with it. How can each peer be identified? We could put the peers into a table by the object handle. We could also make it possible to retrieve the peer by name, in which case a rule would be needed that no two clients can have the same name on a server.
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Here's what I propose for a packet format:
Byte - number of messages
For each message:
Byte - message id (chat, player position, keyboard input, etc)
This is followed by whatever data the message uses.
So you can pack multiple pieces of information into each packet.
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It's up.
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Add a check to make sure the target isn't nil.
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I am testing the networking commands with the interpreter and need to recompile the editor for it to work. I didn't expect anyone would need networking in the editor right away, but I can add this for you this morning.
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To limit rain to one area, I'd use an orthogonal camera rendered to a depth buffer to create a sort of shadow map. Then use this texture in the particle shader to determine where rain should appear. It's automatic, and dynamic. This is how STALKER does rain.
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I was getting out of my car, which is pretty low to the ground, and I decided to take the groceries with me, instead of walking around to the passenger side and picking them up. I have to sort of duck down to get out, and when I stood up, bad things happened.
This is a good lesson in torque.
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I hurt my back pretty badly last night and have been laid out. Will be back to normal tomorrow, I think.
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They're using the surface normal to determine which way a texture scrolls. I really doubt their claim that puddles will form, that they make without showing any example.
There's nothing in the first video that is specific to DirectX 10 or even DirectX. It looks nice, but I am not sure what the point is since it is just an animated texture and some particles.
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If I were making a game that had different skins on the same model, the shader technique described here is exactly what I would use, even if a unique copy command was already implemented. It's so much faster when you render in batches.
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Entity user data.
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Why do people not like you? I like you.
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No, the model bounding box has nothing to do with the collision type.
Add some dummy vertices to make the mesh larger so it will make a bounding box big enough to contain all the mesh when animated.
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When he saw it at first yesterday, I had forgotten to attach the file. Then I went back and attached it, making his post look silly.
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1. Drag server.lua onto engine.exe.
2. Drag client.lua onto engine.exe.
3. Go to the client window and hit the tilde "~" key.
4. Type in this in and press enter:
connect 127.0.0.1
You should see a connection message and test packet in both windows.
5. In either program, type this into the console and press enter:
say Hello
You can chat back and forth with both programs. It will work over the real internet if you enter your friend's IP address.
Spaces in messages are not supported because the parser is not very good. See console.lua to improve it.
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Because the model AABB doesn't encompass the whole object, so the render function gets skipped when you are close.
BTW, using the Render function like this will result in an enormous speed increase, because you can have tons of offscreen characters that don't have to be animated.
Terrain filters?
in General Discussion
Posted
My erosion filters were never very good. If you make a heightmap in L3DT (a free program) and then just use our editor to adjust it, you will get much better results.