1,067 reputation
815
bio website github.com/BonsaiDen
location Germany
age 27
visits member for 4 years, 4 months
seen Sep 15 at 18:38

Ubuntu user - Autodidact - C/Python/Java/JS/PHP - HTML/CSS.


Nov
10
revised Moving ships between two planets along a bezier, missing some equations for acceleration
added 781 characters in body
Nov
9
comment Moving ships between two planets along a bezier, missing some equations for acceleration
Still I'm stuck on how to plug the acceleration into the whole thing, I need to modify the T somehow :/
Nov
9
comment Moving ships between two planets along a bezier, missing some equations for acceleration
Then how to relax it? What I could imagine is modifying the T that I plug into the bezier path stuff. I would need to scale it somehow to first grow slower to 0.5 and then faster to 1. So the ship decelerates from it's original speed to a fixed one at the middle of the curve and then accelerates again from this speed to the speed at the end of the curve?
Nov
9
comment Moving ships between two planets along a bezier, missing some equations for acceleration
Problem is, this is all tick based, there's no intermediate position. It's a networking multiplayer game and sending all the positions of 600+ ships in a full game will kill all networking. There are only events which transmit a tickOffset, the rest is calculated based on the current world tick and the offset.
Nov
9
asked Moving ships between two planets along a bezier, missing some equations for acceleration
Nov
8
comment How does one optimize an HTML5 Canvas and JavaScript web application for Mobile Safari?
+1 Drawing less is definitely and unfortunately the way to go here, although with a second canvas for the background layer and a dirty flagged approach you can gain up to 50% more performance in some cases.
Nov
2
comment Interpolating positions in a multiplayer game
Hm, I did something like that in an earlier version ,floating point imprecision made it really bad at times, I have quite big timespans betwenn the updates, up to 300ms for some objects, but maybe I just did it wrong, I gonna give it a shot when I find some free time :)
Nov
2
comment Interpolating positions in a multiplayer game
It's already so, that the objects don't stop, they continue to move on until the receive the next update. Also, using Hardware Acceleration on the HTML canvas seems to reduce the jitter effect quite a bit. Maybe I just got crazy after working on that thing for so long.
Nov
1
comment Interpolating positions in a multiplayer game
That's send in the update data that comes from the server.
Oct
31
awarded  Student
Oct
31
asked Interpolating positions in a multiplayer game
Oct
23
answered Tips for communication between JS browser game and node.js server?
Oct
9
comment How were cartridge-based games programmed?
NES(see Metroid Source at MDB) and SNES(the source code of some random 3rd party games is out there on the web) used ASM, N64(Zelda: MM's debug screen displays the filename in the crash info) used C.
Sep
3
awarded  Teacher
Sep
3
awarded  Supporter
Aug
15
awarded  Autobiographer