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Josh

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Everything posted by Josh

  1. The gray skin has some problems with the gallery and blogs. It's removed.
  2. 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.
  3. Nice work, thanks. I think some color variation would make the piece more interesting. Maybe some metal details or lettering on the crate.
  4. Well, we are having a custom skin designed soon. I am not completely satisfied with either.
  5. Josh

    Chat example

    Packet ordering and reliability are optional.
  6. Josh

    Frustration

    Use BindTexture() and then glTexImage2D() to upload the texture data a lot faster.
  7. Josh

    Web design

    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.
  8. Josh

    Chat example

    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: http://compnetworkin...mtu-maximum.htm
  9. Josh

    Chat example

    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.
  10. Josh

    Chat example

    I think as a general thing, one big packet is better than 10 little ones.
  11. 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.
  12. Josh

    Blog Bug Fixed

    This should be working now. Looks like Y2K struck ten years late.
  13. Josh

    Chat example

    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.
  14. Josh

    Chat example

    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.
  15. Add a check to make sure the target isn't nil.
  16. Josh

    Chat example

    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.
  17. 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.
  18. Josh

    Injury

    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.
  19. Josh

    Injury

    I hurt my back pretty badly last night and have been laid out. Will be back to normal tomorrow, I think.
  20. 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.
  21. 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.
  22. Why do people not like you? I like you.
  23. 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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