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Josh
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Trying now.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Version 7 is available. I came up with a motion smoothing technique that is so simple and so effective. I am eager to see how it performs, so find me on one of the chat servers now! :)

My job is to make tools you love, with the features you want, and performance you can't live without.

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Version 7 is available. I came up with a motion smoothing technique that is so simple and so effective. I am eager to see how it performs, so find me on one of the chat servers now! :)

 

URL is fixed.

Programmer, Modeller

Intel Core i7 930 @ 3.5GHz | GeForce 480 GTX | 6GB DDR3 RAM | Windows 7 Premium x64

Visual Studio 2008 | Photoshop CS3 | Maya 2009

Website: http://srichnet.info

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Yep, that works ;)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Okay, version 17 fixes the synced entity deletion issues that were causing crashes when a client left. I also added a check so the client will be rejected from the game if the network protocol versions don't match.

My job is to make tools you love, with the features you want, and performance you can't live without.

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I didn't try 17 but if all you said is what changed from 16 above, there was a noticeable delay from when I pressed my move keys to when I saw the movement happen. As we talked about before I assume you are just sending the move key to the server and having the server do the physics and sending back the position to the client. My ping was 110 which is what it is for nearly every online game I play. I'm sure you are well aware but client side prediction will be required. It sucks to have to jump through that hoop, but it's a reality in online games today.

 

Remember that post someone made about that box that was going to let you play any game online and it would stream the games to your tv/computer as you're playing them so you wouldn't need any local installs of the game? I can't remember the name, but this is the reason everyone said it was basically impossible to do it because there wouldn't be any client side prediction and there would be noticeable lag between when the player pressed an action button and saw the action being done.

 

It's basically impossible to not have client side prediction because even when I created my own server (which you can't get faster than that) I noticed a slight lag between my key presses and movements and players just wouldn't accept that these days.

 

 

I'm sure you are aware of this and I'm sure you'll figure it out. Baby steps first. Learning as you go I'm sure. I didn't enjoy trying client side prediction with the character controller. I ran into all sorts of syncing issues when trying to implement the player physics on the server and on the client. That's why I think it's just easier to have the physics run on the client for just their character controller. Then that sends the data to the server and on the server all characters are just doing SetPosition() to the position the clients said they were. Obviously there would need to be server checks to make sure the last position and current position of the players is reasonable and they aren't hacking. NPC's would have physics run on the server and position/rotation send to clients where the clients would just do SetPosition/SetRotation.

 

The other issue with doing it this way is that I'm not sure how to cause physics interactions between objects and players. If I threw a barrel at a player but on my side the player is just getting SetPosition/SetRotation called, when it hits the player on my side there would be that noticeable lag between when I see the physics happen.

 

Again though, this is most likely why nobody has good networked physics. There are just so many issues around it.

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