| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years |
| seen | Dec 21 '12 at 4:52 | |
| stats | profile views | 13 |
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Jun 8 |
accepted | Access violation in DirectX OMSetRenderTargets |
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Jun 8 |
answered | Access violation in DirectX OMSetRenderTargets |
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Oct 7 |
awarded | Editor |
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Oct 2 |
comment |
Access violation in DirectX OMSetRenderTargets I have, and there's not a single warning. |
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Oct 2 |
comment |
Access violation in DirectX OMSetRenderTargets Tried that, to no avail. The render target was not NULL and seemed to be perfectly valid. Setting it to NULL actually resolves the error message, but results in nothing being drawn (except the blue background). |
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Oct 1 |
asked | Access violation in DirectX OMSetRenderTargets |
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Jun 6 |
awarded | Teacher |
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Jun 5 |
accepted | Collisions between players at spawnpoints |
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Jun 5 |
comment |
Does XNA provide any special class to make a game server? You could use the System.Thread.Sleep(time) to update something at a fixed interval of time, and create your own server-side game loop manually |
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Jun 5 |
asked | Collisions between players at spawnpoints |
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Jun 5 |
answered | Does XNA provide any special class to make a game server? |
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May 29 |
comment |
Peer-to-peer first person shooter I've also spent several months on protocols such as these tweaking the performance so that they can even run on slow netbooks (yes, I have tested on netbooks, running both Ubuntu Linux, and Windows 7 starter) |
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May 29 |
comment |
Peer-to-peer first person shooter as the most up-to-date version. |
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May 29 |
comment |
Peer-to-peer first person shooter Both peers end up caching information about each other, and provide it to other peers when necessary. We use patented algorithms to perform this procedure, as well as the protocol which is "patent pending" right now. There's obviously a huge number of optimizations, and cached data is deleted once it is detected that it's no longer needed, and/or the peer is running low on resources needed to play the game at a high speed. There's also various "access controls" on the system which identify which peer "owns" the data, and information like this can be used to determine which peer can get it |
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May 29 |
comment |
Peer-to-peer first person shooter How it works is each router in the network (which is guaranteed to be reachable from any peer) stores data about any peer which connects to it. The peer will then send a query to the router, asking it for information about other peers that tried to connect to it, and also if it is bound to any of the same services as it. If it is bound to one or more of the same services, it establishes an XStream to the router. Then it connects to any peers it deems necessary (which it found by looking at information from the router) in order to find more information about the state of the system. |
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May 29 |
comment |
Peer-to-peer first person shooter I used the same proprietary technology which we used for developing our distributed filesystem. We're primarily a networking company, just getting into gaming, so we've already worked on things like this. I already have a patent on a protocol which does this, bypasses firewalls, and creates at least 2 backups of each file on our system as soon as it is updated. I'll explain more about how this works in the next comment, as I'm running out of room for this one. |
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May 29 |
awarded | Commentator |
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May 29 |
awarded | Scholar |
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May 29 |
awarded | Supporter |
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May 29 |
comment |
Peer-to-peer first person shooter Great idea! Implemented this in the engine just now and it works great, even on the load simulations! |