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Apr
26
comment Multiplayer through blocked Firewall Ports?
This is more of a general windows sysadmin kind of question than anything else. You'll probably have better luck on an IT forum. As for how, most likely the installer for the program you mention asks for permissions when it is set up, and your test is just a rogue program windows knows nothing about and run from an EXE just copied over?
Apr
24
comment MMO inventory design SQL Server
This isn't even really a "game" issue, it's a pretty generic SQL data problem.
Apr
24
comment Multiple UV coordinates in Unreal Engine Procedural Mesh Component?
+1 Fond memories of making my first cube with hard edges and materials per-face =) With hardware this past decade vertex count is hardly ever a cause for concern compared to other things going on.
Apr
24
answered game server - fault tolerant
Apr
23
comment Extract a rotation matrix given a camera direction (vector) and a up vector for the camera?
You're going to need a camera Position, unless I'm mistaken.
Apr
23
comment Why have the player pick up loot manually?
The secondary purpose is to add pacing to the "moment to moment" gameplay, giving the player something simple to do to wind down after combat is over, yet still keeping them active and not feeling suddenly abandoned by the game itself.
Apr
23
comment How to scale bitmap font without having it pixelated
Or include multiple pixel sizes of the font you use is also common in this case.
Apr
23
answered Unwanted Perlin Noise result
Apr
22
comment A* pathfinding takes too long, shortcuts needed
If you want a realistic reaction to a newly blocked location, wait until the "character" (or whatever it is you're moving) gets to the block and realizes that it is there and then run the pathfinder again. If your character is this ominscient being that can see everywhere then first make the steps of the path it's following available outside of the character and whatever is moving blockages around must check to see if it covers a step on that path. If it does affect the current path somehow then force a new path finding so the character can follow it.
Apr
19
comment Multiplayer Keeping the Client and Server Updates in Sync?
Note that earlier competitive networked games kept this from being obvious by either having instant hit (bullets) that you never really saw them fly or (rockets) slower projectiles that gave the networking a chance to catch up and ended in an explosion so the actual collision was kind of hidden in the visual mess. Beyond that, fake "hits" were conceptually handled by everyone having "armor" so you never knew for sure how much hit was getting through.
Apr
18
comment A* pathfinding takes too long, shortcuts needed
Hierarchical nodes. First pass pathfinding of a sparse set of nodes, then only a subset of the entire map surrounding each node's area that you pass through. That might do it.
Apr
17
comment Multiplayer Keeping the Client and Server Updates in Sync?
As far as I know it is an unsolvable problem and while client side actions are taken immediately the effects (i.e. hit reaction of the target) are not started until the server sends the update. In that way everyone ignores it by... ignoring it until told not to =)
Mar
27
comment How do I ensure a piece of code runs only once?
This will break a few architectures that write protect program memory or run from ROM. It will also possibly set off random antivirus warnings, depending on what is installed.
Mar
27
comment How do I ensure a piece of code runs only once?
We're thinking along the same lines. The most efficient way would be to disconnect the Update() thing from whoever keeps calling it relentlessly once it's done the work, which is very common in Qt style signal+slot setups. The OP didn't specify the runtime environment so we're hamstrung when it comes to specific optimizations.
Mar
27
answered How do I ensure a piece of code runs only once?
Jan
8
comment Client/Server player views
This paradox and set of complications is why "out of view" state isn't cached on clients and that "ton of overhead" is handled by the server. It's not as much overhead as you are assuming.
Jan
2
comment 3D Planetary gravity
You're trying to do physics without having a minimal background in the math involved. Your time is better spent reviewing en.wikipedia.org/wiki/Classical_mechanics before trying to implement a custom solution.
Jan
2
answered How to implement a job queue system?
Jan
2
comment ECS: performance of many systems cycling on entities
Even so, the flexibility of an ECS may well be worth it to you even if it is slower. In any case, what you're doing is creating a problem in your head where none may exist in the real world. DMGregory is correct that profiling is the only way to know, and profiling on a variety of your lowest common denominator target machines is the only way to know if your end users will experience a problem.
Dec
25
comment Know if you're fully utilizing the GPU
He's pretty serious about benchmarks meaning absolutely nothing except as a comparison to other benchmarks. You cannot estimate performance of your usage pattern by looking at a benchmark with a totally different pattern. Have you tried running performance monitors on your setup?