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Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
No, the server should know. The client doesn't just send "I pressed this key", it sends "I pressed this key at this milliseconds and released it at this milliseconds".
Jul
30
comment How does client-side prediction work?
@O.R.Mapper - I finally wrote the 4th article! gabrielgambetta.com/fpm4.html
Jul
30
comment Client side prediction on FPS game
I am gabrielgambetta and I approve this message ;) Did you find anything unclear?
Jul
30
answered How to synchronize actions like jump in multiplayer?
Jul
30
answered Mobile Multiplayer games and coping with high latency
Jul
30
comment Networking gampeplay - Sending controller inputs vs. sending game actions
They usually do, in fact I got away with a 10fps server and a 60fps client with no problems. How it works is explained in detail in the 3rd article in the series, Client Interpolation: gabrielgambetta.com/fpm3.html.
Jul
30
comment per pixel based collision detection
Quadtree, not octree. Octree is for 3D. I don't think you really need a bounding circle for this, as the first level of the quadtree will discard the whole thing if they don't overlap at all.
Jul
30
answered Android Bitmap: Collision Detecting
Jul
30
answered Networking gampeplay - Sending controller inputs vs. sending game actions
Jul
29
answered Effort of impementing interpolation in networked Asteroids
Jul
29
answered Realtime multi-player game design principles for Node.js
Jul
29
answered Interpolating positions in a multiplayer game
Jul
29
answered Multiplayer Network Game - Interpolation and Frame Rate
Jul
12
comment How does client-side prediction work?
Thanks for the suggestion and your kind words :)
May
6
awarded  Nice Answer
Mar
12
awarded  Nice Answer
Dec
19
awarded  Yearling
Dec
13
comment How do I create a curved line or filled circle or generally a circle using C++/SDL?
I approve this message. Start with something you understand (like what Ken suggests for circles, or y = Ax+B for straight line segments), and then learn the "real" algorithms (e.g. Bresenham)
Oct
21
comment Vector transform equation explanation
Exactly. In general, x*(a,b) + y*(c,d) == (xa + yc, xb + yd). With multiplications and additions you never mix the different components of the vectors.
Oct
21
answered Vector transform equation explanation