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seen Jul 29 at 20:09

Sep
28
comment How is scripting done in games such as Zelda?
Are there maybe any indepth tutorials or articles written out there about this stuff?
Jul
6
comment Triple buffering causes input lag?
So with Triple buffering where does the jitter come from then?
Jul
6
comment Triple buffering and jittering
@PatrickHughes: Your explanation of why there is jerking doesn't make sense.
Jul
6
comment Triple buffering causes input lag?
What about this tweet by John Carmack: "Triple buffering adds latency and jitter; it should be avoided. The Answer is non-isochronous display updates." twitter.com/ID_AA_Carmack/status/190111153509249025
Jul
5
comment Triple buffering and jittering
When John Carmack refers to triple buffering does that mean when all three buffers have images in them the earliest backbuffer is replaced with the new image or does that mean that mean rendering of the new image is blocked until one of the backbuffers is available?
Jul
2
comment Triple buffering causes input lag?
I don't think you answered the exact hypothetical situation I proposed. And I'm also wary of the idea of "what happens if the game finishes rendering the scene to this third buffer before the vsync has been reached? Simple, the graphics card puts this one as the new one to be flipped in at vsync". That would mean that the user perceives an abrupt temporal jump since the next image has been skipped.
Jul
2
comment Synchronization between game logic thread and rendering thread
Those links give the typical end result that one would like, but don't elaborate on how to do it. Would you copy the entire scene graph each frame or something else? The discussions are too high level and vague.
Jul
1
comment Causes of screen tearing and vsync
Do you mean the LCD display has no memory for each pixel and relies on a stream of data from the GPU even if it is displaying a static picture?
Jun
30
comment Causes of screen tearing and vsync
How does an LCD display end up having a refresh rate. A refresh rate on old CRT monitors makes sense because there is an electron beam, but LCD displays don't have that.
Jun
9
comment Making a clone of Starcraft legal?
@NicolBolas: I'm not planning to make an exact clone, but definitely not make starcraft 2.
Jun
9
comment Making a clone of Starcraft legal?
@Eric: Are you sure? The entirety of the hp, dmg, movement speed of all the units of starcraft can not be thought of as "writing" that is copyrighted?
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.
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.
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?
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.