En relisant je me rends compte qu'en fait les 2 modifs sont surement a faire, j'ai fait beaucoup de bruit pour pas grand chose, désolé.

yeKcim



yeKcim a écrit :
Je réponds en francais car les core developpeurs parlent francais et semblent ne pas se comprendre comme il faut pour le moment (ils parlent francais ;) )

Pour ma part, je m'en moque un peu vu que je ne pourrais pas vous aider sur ce point. Si j'ai bien compris tu proposes deux solutions différentes. 2 questions a mon avis son alors a ce poser : laquelle est la plus simple a mettre en place, laquelle est la plus propre ?

yeKcim

PS : J'espère que vous prendrez la plus propre ;)
PPS : Gentildemon : dans le menu (map, skin, mode) je ne vois que la grande map et pas les autres quand je suis en grande résolution c'est normal ?




Matthieu Fertré a écrit :
Hello!

Hi!

As most of you have noticed the network code is a real pain to maintain.
It's too intrusive, complicated and new network bugs are easily added if
we are not careful enough.

sure. I noticed it too when trying to make the stupid AI network compliant...

I propose we solve those issues with 2 modifications :

is it 2 different solutions for the same problem ? Or one solution that needs 2
modifications

- Run the game loop at a constant rate by refreshing the main clock (the
Time class) at a constant rate, instead of having the physic engine do
it.

I'm not sure to understand what you speak about. How can you be sure that you ran the game loop at a constant rate ? On my computer, Wormux runs with about 20fps and is playable BUT sometimes, big explosion make it fall to about 6 fps. In my case, the only way to be sure that game loop is running at a constant rate is too ran it about 5 times by second making the game totally impossible to
play.

Anyway, keyboards action should be time so that, for instance, charaters can go
at the same speed on computer with 100fps and on computer with 15fps.

This way we are sure the behaviour is the same on every
computer and it would also allow big simplification in the physic engine,
as it removes the need to use differential equation..


- Send actions with a time stamp so we can replay them exactly like they
was generated, and it's also a first step to have replay at the end of the
turn..

It seems a good idea to have a time stamp.

Matt (gentildemon)

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