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location Brazil
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visits member for 1 year, 11 months
seen Nov 22 at 8:33

Jul
2
awarded  Curious
May
4
accepted Synchronizing mob states in online multiplayer game
Apr
1
comment Synchronizing mob states in online multiplayer game
This actually wouldn't be very bad. I could, instead of having each client process the game normally but with input sent from a server, just update each mob with states provided from the server in each frame. This could be actually even more lightweight for the client than the previous idea.
Apr
1
comment Synchronizing mob states in online multiplayer game
I could very well make a central server program, but it'd be a bit overkill for when the max number of players that I want in my game are 4. "Host electing" already seems like the best plan. :) Also, I think I have no way around sending the entire data of objects, even if it will be tiresome to implement specific methods for each class, but there are plenty of variables that are important in deciding the mob's state.
Mar
31
asked Synchronizing mob states in online multiplayer game
Jan
14
comment Smooth interpolation with variable time steps
Now this one is just perfect.
Jan
14
accepted Smooth interpolation with variable time steps
Jan
14
comment Smooth interpolation with variable time steps
Very simple and does the job greatly. Thank you very much!
Jan
14
comment Smooth interpolation with variable time steps
My math was all already working on time deltas, this is why it was so easy (relatively speaking) to change the game loop. The only math in the whole game that didn't use time deltas was this interpolation algorithm for the camera, and I'd like to know how I can 'convert' it to something in function of time.
Jan
14
asked Smooth interpolation with variable time steps
Nov
29
awarded  Yearling
Nov
23
comment Implementing a homing missile
@LorenPechtel Orbits, however, can be elliptical, and can show up even if the target remains still. I just needed to find a way to make them less common, because the missiles were pretty much never hitting.
Nov
21
comment Implementing a homing missile
@LorenPechtel Discovering when it's in orbit is another problem, though. It was a question of either making a refined AI, or a refined mathematical formula.
Aug
2
accepted Framerate-independent acceleration
Jul
29
asked Framerate-independent acceleration
May
22
comment Damage indicator screen overlay
You can make it so that a red image with alpha transparency simply is rended over, whenever you take a hit.
May
17
comment Spritebatch drawing sprite with jagged borders
@SethBattin In the third to last excerpt of code in my question, you can see in the Update method implemented there that ToDraw adds the drawable variables to it in every loop. The problem is that, with every loop that comes, if I don't clear ToDraw the variable will keep being added over and over. After a little while, it is being drawn over and over itself, which dampens the quality of the image. This was all just me being tangled in my own logic, and blaming the tools.
Apr
24
awarded  Nice Question
Apr
10
accepted Implementing a homing missile
Apr
9
comment Implementing a homing missile
Alright here's what I understood: Let the Vrt vector be the target's speed - the rocket's speed; I create an acceleration towards the target; I estimate the time it'd take to arrive at the target with the rocket's speed being -Vrt and the aforementioned acceleration; I estimate the location of the target after the elapsed time with target's speed being Vrt; I aim my acceleration towards this location. I hope I got your writing right! c: