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
> >
> 
> 
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