Oct
9
awarded Popular Question
May
17
accepted How do I check to see if a tile corner is visible in 2d space?
May
14
revised How do I check to see if a tile corner is visible in 2d space?
added 292 characters in body
May
14
asked How do I check to see if a tile corner is visible in 2d space?
Apr
27
awarded Supporter
Apr
25
asked How do I get the coordinates of a rotated shape in SFML?
Apr
20
awarded Scholar
Apr
20
accepted How do I implement delta-only data packet updates in UDP?
Apr
19
awarded Editor
Apr
19
revised How do I implement delta-only data packet updates in UDP?
added 498 characters in body
Apr
19
awarded Student
Apr
19
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.
Apr
19
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.
Apr
18
asked How do I implement delta-only data packet updates in UDP?