From: mmg <aur...@gm...> - 2013-04-28 19:23:20
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Hi, we receive a lot of mails, so please allow us some time to respond. Especially on weekends Regarding your proposals, I went through it and it is going in the right direction. However I think your analysis of the problem needs to be expanded; at this time you offer some pseudo-code for replay. However, for networking, we need to go a step beyond replay. Indeed, when a message is received with lag, it is not sufficient to replay what happened for the last few frames; we must instead go back a few frames back, then alter the parameters and run the physics/gameplay again. For instance the server may receive a message saying "kart Wilber collided with kart Tux 100 ms ago". When such a message is received, the game needs to go 100 ms back in time, make the collision happen, and then run the game again from that point, this time taking the collision into account. I believe your proposal currently does not completely address this issue, since you deal with rewinding and replaying but not running a new physics simulation based on new parameters -- Auria > Hi > It seems you all are very busy right now as nobody is replying to the > last mail I sent. > Thanks for the reply > > > ------------------------------------------------------------------------------ > Try New Relic Now & We'll Send You this Cool Shirt > New Relic is the only SaaS-based application performance monitoring service > that delivers powerful full stack analytics. Optimize and monitor your > browser, app, & servers with just a few lines of code. Try New Relic > and get this awesome Nerd Life shirt! http://p.sf.net/sfu/newrelic_d2d_apr > > > _______________________________________________ > Supertuxkart-devel mailing list > Sup...@li... > https://lists.sourceforge.net/lists/listinfo/supertuxkart-devel |