Salut! Oui, je propose 2 modifications à appliquer en même temps pour résoudre le trucs de manière plus propre que maintenant :)
Lodesi On Mon, Oct 30, 2006 at 04:05:11PM +0100, yeKcim wrote: > 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) > >> > >>_______________________________________________ > >>Wormux-dev mailing list > >>Wormux-dev@gna.org > >>https://mail.gna.org/listinfo/wormux-dev > >> > > > > > >_______________________________________________ > >Wormux-dev mailing list > >Wormux-dev@gna.org > >https://mail.gna.org/listinfo/wormux-dev > > > > > _______________________________________________ > Wormux-dev mailing list > Wormux-dev@gna.org > https://mail.gna.org/listinfo/wormux-dev -- _______________________________________________ Wormux-dev mailing list Wormux-dev@gna.org https://mail.gna.org/listinfo/wormux-dev