[GroundUpEngine] Drunk design

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GroundUpEngine
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[GroundUpEngine] Drunk design

Post by GroundUpEngine »

Been drinking beer all night, but felt like doin sum code/design. So the test code will do dis, every 60 frames or whatever:

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If it good I use it :D paint ftw!
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Re: [GroundUpEngine] Drunk design

Post by K-Bal »

Haha :mrgreen:

Client/Server programming sucks hard :)
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Re: [GroundUpEngine] Drunk design

Post by RyanPridgeon »

Have you reached the "Ballmer effect"? :lol:
In all seriousness though (for when you sober up):
I believe most engines work on a basis where the only information sent to the server is user input such as key presses and view transformation. The server does all the real work, whereas the client just SIMULATES the server inbetween updating when the server sends back the status updates.
Also I would have the server also store the state every "tick" (such as 60 times a second). This allows you to go back a few steps using the ping of a player to find out when they actually pressed that input, so that you can interpolate back up to the present "tick" to reduce delay between input and reaction.
But I'm no expert, I just read this stuff here and there. So take it or leave it I guess ;D
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Re: [GroundUpEngine] Drunk design

Post by GroundUpEngine »

K-Bal wrote:Haha :mrgreen:

Client/Server programming sucks hard :)
lol Agreed man!
RyanPridgeon wrote:Have you reached the "Ballmer effect"? :lol:
lmao I wish :lol:
RyanPridgeon wrote:In all seriousness though (for when you sober up):
I believe most engines work on a basis where the only information sent to the server is user input such as key presses and view transformation. The server does all the real work, whereas the client just SIMULATES the server inbetween updating when the server sends back the status updates.
Also I would have the server also store the state every "tick" (such as 60 times a second). This allows you to go back a few steps using the ping of a player to find out when they actually pressed that input, so that you can interpolate back up to the present "tick" to reduce delay between input and reaction.
But I'm no expert, I just read this stuff here and there. So take it or leave it I guess ;D
rofl Spot on man!
Wasn't thinkin' straight last night, just wanted to make quick basic mulitplayer rig :lol:

**However the first half of my design (which I managed to code), was kinda viable but the idea I've got from some research is**

Code: Select all

--Client--
while( user does not exit ) 
    check for user input 
    send commands to the server 
    receive updates about the game from the server 
    draw graphics 
    play sounds 
end

Code: Select all

--Server--
while( true ) 
    check for client commands 
    run AI 
    move all entities 
    resolve collisions 
    send updates about the game to the clients 
end
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Re: [GroundUpEngine] Drunk design

Post by K-Bal »

For simple stuff it's okay but you probably don't want to send data every frame ;)
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Re: [GroundUpEngine] Drunk design

Post by Milch »

If I had to do a server/client system, I would go after Valves approach:
http://developer.valvesoftware.com/wiki ... Networking
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Re: [GroundUpEngine] Drunk design

Post by K-Bal »

Milch wrote:If I had to do a server/client system, I would go after Valves approach:
http://developer.valvesoftware.com/wiki ... Networking
That is actually a very good resource. Thanks ;)
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Re: [GroundUpEngine] Drunk design

Post by GroundUpEngine »

K-Bal wrote:
Milch wrote:If I had to do a server/client system, I would go after Valves approach:
http://developer.valvesoftware.com/wiki ... Networking
That is actually a very good resource. Thanks ;)
/agreed

Cheers!
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Re: [GroundUpEngine] Drunk design

Post by Arce »

Wow! XD

I'm drunk atm, and too damned scared to touch any lines of code. XDDD

-pops 4th beer-

Though, to be completely honest, I'm impressed by what you've accomplished! Haha. In my current state I can't really decipher whether it's a good design or not, but regardless! Great job man! Sorry I didn't respond to this topic as it was actually relevant. :P

Somehow I don't quite realize how much I love the community we've formed here until I'm drunk. Hmmmmmm.........


....
....
Okay, maybe it's just when I'm drunk that I'm willing to say completely gay things like that. :P
<qpHalcy0n> decided to paint the office, now i'm high and my hands hurt
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Re: [GroundUpEngine] Drunk design

Post by RyanPridgeon »

Arce wrote: Somehow I don't quite realize how much I love the community we've formed here until I'm drunk. Hmmmmmm.........


....
....
Okay, maybe it's just when I'm drunk that I'm willing to say completely gay things like that. :P
No way dude, this is my favorite online community. It's small enough for everyone to know each other, and big enough to actually be active and fun :D
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Re: [GroundUpEngine] Drunk design

Post by GroundUpEngine »

Thanks Arce :mrgreen:

I agree! This community is my favourite too there some really great people here creative, young, smart developers! Totally awesome :)


p.s. Maybe I get back on this stuff after I get some GLSL and Physics Integration done, but the approach will be sending the current state of the world instead of player data, so the clients can simulate everything like Source Engine
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Re: [GroundUpEngine] Drunk design

Post by hurstshifter »

Arce wrote: Okay, maybe it's just when I'm drunk that I'm willing to say completely gay things like that. :P
You know how I know you're gay? You're posting in this thread.
"Time is an illusion. Lunchtime, doubly so."
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Re: [GroundUpEngine] Drunk design

Post by RyanPridgeon »

hurstshifter wrote:
Arce wrote: Okay, maybe it's just when I'm drunk that I'm willing to say completely gay things like that. :P
You know how I know you're gay? You're posting in this thread.
MOTHAFU-
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Re: [GroundUpEngine] Drunk design

Post by GroundUpEngine »

hurstshifter wrote:
Arce wrote: Okay, maybe it's just when I'm drunk that I'm willing to say completely gay things like that. :P
You know how I know you're gay? You're posting in this thread.
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