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bio website twitch.tv/unixunited
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Primarily a C++ programmer working on 3D games. I also do level design.


Sep
12
answered How do I handle packet loss in a client-server network model?
Sep
12
awarded  Popular Question
Aug
2
comment UDP Netcode Architecture for Fighting Game
I'm not sure how familiar you guys are with the fighting game community, but even a standard amount of latency is completely unacceptable. TCP may work for one on one matches, but for updating the other clients viewing the match it would probably require UDP. I may end up just testing with both.
Aug
1
comment UDP Netcode Architecture for Fighting Game
Thanks for your suggestion. I do realize the advantages of TCP, however I have seen in one too many places a programmer emphasizing not to use TCP for a game, for example gamasutra.com/view/feature/131781/… It wouldn't be hard to switch to TCP at this point, but I'm not comfortable doing it for a fighting game which needs very high-speed updates. I think it's possible to do this with UDP (using something like Raknet would make it much easier).
Aug
1
revised UDP Netcode Architecture for Fighting Game
added 41 characters in body
Aug
1
asked UDP Netcode Architecture for Fighting Game
Jul
29
comment How is shot synchronization implemented in multiplayer FPS?
This can be solved with client-side prediction gafferongames.com/networking-for-game-programmers/…
Jun
3
comment glsl shader to allow color change of skydome ogre3d
Keep in mind, there is an Ogre add-on that will do all of this for you (free) ogre3d.org/tikiwiki/tiki-index.php?page=SkyX
Jan
8
awarded  Yearling
Oct
6
awarded  Self-Learner
Aug
5
comment Detect when a bullet rigidbody is on ground
btCollisionWorld::ClosestRayResultCallback retrieves the first collision in the physics world. If you want to get all of the collisions from a ray, you can subclass RayResultCallback and store a list of collisions. In my case the player's rigid body isn't included in the ray test because it is added without a group and mask (kind of odd).
Jul
7
comment How to set the object's world position in bullet?
What do you mean "update the bullet motion state?"
Jul
7
awarded  Critic
Jul
7
answered How do I export my Blender model to OGRE XML format for jMonkeyEngine 3?
Jul
6
answered How to set the object's world position in bullet?
Jun
24
comment Detect when a bullet rigidbody is on ground
Are you setting the mask and group when you add collision objects and rigid bodies? For rigid bodies, I leave them as default, and anything else uses group 2 and a mask of 1, like so: btWorld->addCollisionObject(obj, 2, 1);
Jun
23
answered Detect when a bullet rigidbody is on ground
Jun
20
awarded  Editor
Jun
20
revised How can I write data to a file that users can't easily edit?
Link fix
Jun
19
awarded  Commentator