343 reputation
111
bio website jakesee.com
location Singapore, Singapore
age
visits member for 2 years, 5 months
seen Apr 11 at 8:49

Thinking


May
17
awarded  Commentator
May
17
comment Determinism in multiplayer simulation with Box2D, and single computer
@kaoD I read that article already. I think although my "timestep" of 33ms is not really 33ms, but all clients are synchronised due to the blocking socket calls. i.e. if client X step simulation N times, then all other also step N times, each step is a const 33 delta time in b2World.
May
17
comment Determinism in multiplayer simulation with Box2D, and single computer
If you see my code again, I block until I receive all clients' inputs before I process them for client update. Clients do not step simulation more than once between two tcpServer.receive();
May
17
comment Determinism in multiplayer simulation with Box2D, and single computer
@PatrickHughes I read the FAQ but it's vague to me. "For the same input, and same binary, Box2D will reproduce any simulation" -- so is it yes or no? Why can't it answer directly?
May
17
awarded  Promoter
May
15
comment Determinism in multiplayer simulation with Box2D, and single computer
finally got attetion. Any clues anyone?
May
13
asked Determinism in multiplayer simulation with Box2D, and single computer
May
8
revised What data to exchange in multiplayer real time games?
added 125 characters in body
May
8
comment How do you get a multiplayer-only game to reach critical mass?
That's actually quite smart, except if user input depends on real life opponent input. Does this actually happen in commercial games?
May
7
comment What data to exchange in multiplayer real time games?
Thanks for the detailed analysis.
May
7
accepted What data to exchange in multiplayer real time games?
May
6
asked What data to exchange in multiplayer real time games?
May
5
accepted What is a “solver” in a physics engine?
May
5
comment What is a “solver” in a physics engine?
Thanks for answering the first part of the question.
May
5
comment What is a “solver” in a physics engine?
with regards to the "iterative method", does it mean that the engine probably provides a counter to set how many iterations per frame usually?
May
5
asked What is a “solver” in a physics engine?
Oct
29
awarded  Scholar
Oct
29
accepted How to achieve realistic fake physics?
Oct
29
awarded  Teacher
Oct
29
comment How to achieve realistic fake physics?
I am not looking for implmentation details but general conecpts or starting points that help to tweak the physics to enchance user experience. Kind of like Physics' AI. Example, like in AI, there is "path finding"; maybe there is a "directed damping" in game physics?