| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year |
| seen | May 20 at 8:31 | |
| stats | profile views | 19 |
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Jun 9 |
accepted | Separating game logic from animation |
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Jun 9 |
asked | Making a clone of Starcraft legal? |
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May 29 |
revised |
Separating game logic from animation added 19 characters in body |
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May 29 |
asked | Separating game logic from animation |
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May 23 |
comment |
FPS networking with server sending input instead of gamestate I read all the comments but I'm still convinced. The network model I'm proposing would seem to avoid having to carefully manage bandwidth by dealing with input instead of gamestate. Can someone give a detailed example of a hypothetical situation where what I'm proposing just fails horribly. |
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May 22 |
comment |
FPS networking with server sending input instead of gamestate at least all the well known fps games send game state: quakes, half lifes, call of duties, etc. |
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May 22 |
asked | FPS networking with server sending input instead of gamestate |
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May 21 |
comment |
Client-Server RTS networking with lockstep and lag @SomeGuy: In p2p input is scheduled for typically 2 turns later for both peers. I'm not sure if I understand your comment, but are you saying that in a client-server model the server can require the lagger's input to be applied at greater than 2 turns later. And that thinking through all the possible behaviors this will still ensure lockstep and every possible nuance will still maintain consistency? |
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May 20 |
awarded | Editor |
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May 20 |
revised |
Networking for RTS games with lockstep using UDP edited tags |
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May 20 |
revised |
Client-Server RTS networking with lockstep and lag edited title |
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May 19 |
comment |
Client-Server RTS networking with lockstep and lag It's not obvious to me how a client-server model with lockstep works that prevents "laggers will not affect gameplay/response latency at all". Is there a more detailed explanation of what is client-server model with lockstep. |
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May 18 |
asked | Client-Server RTS networking with lockstep and lag |
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May 18 |
asked | Detecting wins in peer to peer RTS games like Starcraft |
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May 18 |
awarded | Student |
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May 18 |
asked | Networking for RTS games with lockstep using UDP |