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May
25
comment Multiplayer FPS server side performance
Yeah I'm adding line of sight checking right now. Actually the gains were minimal, from 45 ms for 25 players, down to 35 ms. But there may be some extra overhead for using individual send commands instead of broadcast. And I do only send messages on input. But you're right, there may be a way to not have to tick at all, only when input is received.
May
25
awarded  Editor
May
25
revised Multiplayer FPS server side performance
added 989 characters in body
May
24
comment Multiplayer FPS server side performance
I should have said tick rate instead of frame rate. Of course nothing renders on the server. I mean the interval at which it processes the commands in the game loop. Also a few answers suggest that you can give things like collision detection to the client, as long as you do random verifications every few seconds. Someone said it weeds out cheaters rather quickly.
May
24
asked Multiplayer FPS server side performance
May
16
awarded  Nice Question
May
13
comment Do any games have this type of mechanic?
To be clear (not sure if it was misinterpreted or not) only the combat area would be affected. The rest of the interface, menus and such, would stay normal. You're right, it would suck if a blind spell meant you couldn't read any information.
May
13
comment Do any games have this type of mechanic?
Very good point, we never got that far.
May
12
asked Do any games have this type of mechanic?
Apr
6
accepted Correct order of operations in a platformer game loop
Apr
5
comment Correct order of operations in a platformer game loop
Right, it works fine. You just have to remember it every time you create such a platform.
Apr
5
comment Correct order of operations in a platformer game loop
well the one way I've got it to work so far, I used a hitbox to communicate between the two. So it seems at the moment that there's no simple solution that doesn't create at least a small other object in each case.
Apr
4
comment Correct order of operations in a platformer game loop
Thanks. I think that's a novel approach. The game entities are defined externally, and the biggest reason I wanted it to work without some kind of special connection between them is so that any other falling platforms don't need the same special treatment in order to work. But maybe I can use this type of approach to make it easier to make such platforms.
Apr
3
comment Correct order of operations in a platformer game loop
That article seems to be entirely about how to make the game loop time correctly with the hardware speed. But your suggestion seems to suggest my order is correct. The way you have it I think the problem would still exist. I think I have to do some kind of magic binding the two together.
Apr
3
comment Correct order of operations in a platformer game loop
@Blecki - That may or may not work for me - my system is customizable, so it would be a pretty generic change. Anyway, I'm still interested if anyone knows the "correct" game loop ordering.
Apr
2
asked Correct order of operations in a platformer game loop
Feb
25
comment How to implement behavior in a component-based game architecture?
@ghostonline That works fine for the things that have fixed rules like "can't walk while swinging" but what about transitions between stand and walk? If standing is in control, how will it know to try walking? The standing logic may want to choose either walk or swing, which is affected by the total absence of a walking ability - it should always choose to swing in that case. But I do think you're on the right track.
Feb
25
comment How to implement behavior in a component-based game architecture?
@ghostonline As far as the idea goes, sort of. In implementation, not really. AIComponent would be separate, as in the second diagram. It wouldn't contain the other components. The more important question for your second situation is, if the designer just chooses components without a programmer, how does the Entity know when to change state? Different states imply different state transitions - someone still needs to specify those.
Feb
23
answered How to implement behavior in a component-based game architecture?
Feb
19
awarded  Good Answer