| bio | website | joshleeprogrammer.co.uk |
|---|---|---|
| location | UK | |
| age | 16 | |
| visits | member for | 5 months |
| seen | Apr 13 at 10:04 | |
| stats | profile views | 18 |
UK-based hobbiest programmer, works for an indie game development company under the name "Techbite". Check out my site:
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Apr 11 |
comment |
Best way to network the movement of 2D tanks? Sure - but then if the client had a high latency, they would feel a delay between pressing the key and moving the tank. I suppose I'll have to go with both ends of the stick - simulating the movement on the client and the server, and the server corrects any mistakes.. |
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Apr 11 |
comment |
Best way to network the movement of 2D tanks? @LukeSanAntonio Yeah, I've skimmed through that before - thanks for giving me the link again. I'll throughly read through it now that I actually have a project. |
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Apr 11 |
asked | Best way to network the movement of 2D tanks? |
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Mar 15 |
accepted | Changing colour while keeping gradient |
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Mar 14 |
asked | Changing colour while keeping gradient |
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Mar 14 |
asked | Make colour change depending on time |
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Mar 13 |
revised |
Packet handling system architecture? Updated information. |
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Mar 13 |
revised |
Packet handling system architecture? More interesting title, added "architecture" to tags |
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Mar 12 |
revised |
Packet handling system architecture? Bolded/italicized important parts, added extra info. |
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Mar 12 |
revised |
Packet handling system architecture? added 270 characters in body |
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Mar 12 |
asked | Packet handling system architecture? |
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Jan 24 |
accepted | Networking dynamic game worlds |
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Jan 24 |
comment |
Networking dynamic game worlds @BartekBanachewicz I've already edited the question to ask something specific. It isn't open ended any more. |
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Jan 24 |
comment |
Networking dynamic game worlds @BartekBanachewicz That's an unnecessarily de-motivational statement. I am not new to the world of game development OR networking, this game is just the first one I've really tried to put enough effort in it to sell. The reason behind this question is that I would like to see how more experienced game developers would approach this, I'm verifying everything I do step-by-step as I work on this game. I'm sorry if this post came across wrongly. |
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Jan 23 |
comment |
Networking dynamic game worlds This is a really great answer. The system with IDs is a really clever idea, I like it, I think I will be going for this system, but I was wondering - I do plan on allowing players to actually place some objects where they want on their ship, such as a stool in the cockpit or a chair in the lounge room, or a sensor array on the back of the ship. How would you implement that factor? Perhaps sub-ids for other object alongside with an offset position and location from the center of the ship? |
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Jan 23 |
awarded | Editor |
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Jan 23 |
revised |
Networking dynamic game worlds Clarified question |
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Jan 23 |
comment |
Networking dynamic game worlds @TrevorPowell Ah, I see what you mean, you've forced me to consider exactly what I need ;) Thank you, I'll add it to the question. |
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Jan 23 |
comment |
Networking dynamic game worlds @TrevorPowell That's like saying "To text someone, type stuff on your phone and send it." Please excuse me but I don't find that very helpful. I mean, how could I represent the game objects during travel to a client? As a 3D model name and associated attributes? Or maybe a single id that the client knows about, but then how would it handle users customizing their ships or adding other components to it? |
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Jan 23 |
awarded | Commentator |