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May
17 |
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accepted | How do I check to see if a tile corner is visible in 2d space? |
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May
14 |
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revised |
How do I check to see if a tile corner is visible in 2d space? added 292 characters in body |
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May
14 |
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asked | How do I check to see if a tile corner is visible in 2d space? |
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Apr
27 |
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awarded | Supporter |
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Apr
25 |
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asked | How do I get the point coords of a rotated SFML shaperect? |
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Apr
20 |
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awarded | Scholar |
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Apr
20 |
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accepted | How do I implement delta-only data packet updates in UDP? |
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Apr
19 |
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awarded | Editor |
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Apr
19 |
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revised |
How do I implement delta-only data packet updates in UDP? added 498 characters in body |
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Apr
19 |
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awarded | Student |
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Apr
19 |
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comment |
How do I implement delta-only data packet updates in UDP? I currently send at 20 times per second, but I think it'll be ok to send all types of the same data in the same packet. Also, the reason for sending 3 positions is so that I can make the movement seem smoother. I can interpolate between the current pos and the last known pos, but It'll look weird when the player is running into a wall but is moving slower because the distance between them and the wall is smaller than the usual traveled distance. Unless I set up a speed, hmm. Yes setting a speed should work. |
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Apr
19 |
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comment |
How do I implement delta-only data packet updates in UDP? Thanks for the tips, I currently send 3 positions per server tick (since there are 3 normal ticks in one server tick) which takes up 12(x and y coords that are 2 big so their max is 62k) + 2 (player ID + packet type) slots. How can I convert from float to unsigned chars? Something like xvalue - int(xValue) * how many digits of precision I want to have and then just package that into chars? Also, I used to send position updates for each player in different packets, but that lagged up really quickly after about 7 players. |
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Apr
18 |
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asked | How do I implement delta-only data packet updates in UDP? |