| bio | website | paralaxer.com |
|---|---|---|
| location | ||
| age | 33 | |
| visits | member for | 1 year, 1 month |
| seen | Oct 20 '12 at 18:21 | |
| stats | profile views | 12 |
Author of a Cocos2d-X book and an iPhone RPG engine.
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Mar 16 |
awarded | Popular Question |
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Oct 17 |
awarded | Teacher |
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Oct 14 |
awarded | Tag Editor |
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Oct 14 |
revised |
cocos2d-x wiki description Fixed grammar, improved formatting and added the Mac port. |
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Oct 14 |
revised |
cocos2d-x wiki excerpt Fixed grammar, improved formatting and added the Mac port. |
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Oct 14 |
answered | tunnel effect cocos2d |
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Oct 14 |
suggested | suggested edit on cocos2d-x tag wiki |
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Oct 14 |
suggested | suggested edit on cocos2d-x tag wiki excerpt |
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Oct 14 |
answered | How to setup Cocos2D-X (Android) under Mac OS X? |
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Apr 26 |
awarded | Supporter |
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Apr 21 |
awarded | Commentator |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? Here's the follow-up article: gamasutra.com/view/news/125983/… |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? @Blau: To clarify, we are already talking about a deterministic approach that uses hashes of the complete game state to determine if a desync has occured. gamasutra.com/view/news/35929 |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? @NicoBolas: Thanks for your clarifications here on lockstep. It seems a lot of people are confused about how this model works. Your answer has really given me some inspiration. I see now that this method does not require any reliability layer over UDP. All messages can be sent with regular-old unreliable UDP. Packaging the ACKs into the controller data is sweet. It's a real paradigm shift for me. Thanks again. |
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Apr 21 |
accepted | Elegant way to handle packet loss in a lockstep P2P RTS? |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? Yeah, good articles. I've read the Age of Empires article and the one you linked to (which is also available from the author's blog). Is there a different one about Supreme Commander 2? |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? @RoyT: You could theoretically re-sync by sending a list of all past player input (a game replay, if you will) from the "trusted" peer (maybe the current host of the game) and then fast-forward replay it to arrive at the correct game state. |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? Couldn't you validate that with occasional hashes of the game state? |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? So if player 1 gets to tick 1004 without acknowledgement of his 1004 controller data (I'm thinking of a click or tap at a certain location), what then? Is the data discarded? Rolled over to the next 4 ticks? Or is this where the peers must pause to re-stablish the connection? |
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Apr 21 |
comment |
Elegant way to handle packet loss in a lockstep P2P RTS? Question about #4: why does every player have to validate the action? Can't the action just be checked for sanity and then accepted or rejected deterministically by all peers? |