Re: Help Please: Any BGT Devs
Okay, a few questions:1. Wait, won't I still have the same timer issue? I mean, isn't the guest machine's timer going to be out of sync with the host machine, just like the issue that I have with the move timers in place?2. : I am assuming
Re: Help Please: Any BGT Devs
But wait, won't I still have the same timer issue? I mean, isn't the guest machine's timer going to be out of sync with the host machine, just like the issue that I have with the move timers in place?Question 2: I am assuming that the doubles I would need
Re: Help Please: Any BGT Devs
Vectors would work if you're using floats or doubles, but for an int-based board, it'd be a little tougher. It'd also still be vulnerable to lag unless you made each step count as the same amount of time regardless of how long it really takes, but that should
Re: Help Please: Any BGT Devs
Would using velocity vectors remove the need for timers for movement? I'd be willing to restructure the code if that's what it takes, and it means that the move timers can be removed and the problem gets solved.
URL: http://forum.audiogames.net
Re: Help Please: Any BGT Devs
The asynchronisity doesn't have to be due to the network; the computers could have different specs, different background software running, or even the same background processes at different points in their execution. If something causes the system to lag
Re: Help Please: Any BGT Devs
@trajectory,Interesting. So could someone explain that to me? How can network latency affect the timers in this case? I don't send a packet with coordinates or timer values. I merely send a packet which contains values for strength, speed, etc
Re: Help Please: Any BGT Devs
@trajectory,Question re network latency causing the issue. How can network latency affect the timers in this case? I don't send a packet with coordinates or timer values. I merely send a packet which contains values for strength, speed, etc
Re: Help Please: Any BGT Devs
Hey @JLove.I remember chatting with you about this a year or so ago.Here's the deal: you will never get timers to synchronize between multiple machines. There are just way too many factors: what else the machine is doing at the time, network latency, etc.If
Re: Help Please: Any BGT Devs
Ok, after writing some additional debugging code and testing, I think I have found the issue, but I am not sure why it is occurring, or how to fix it.I will post the relevant portions of log here. I am the host in this test, my friend the receiver. Notice
Re: Help Please: Any BGT Devs
Ok, after writing some additional debugging code and testing, I think I have found the issue, but I am not sure why it is occurring, or how to fix it.I will post the relevant portions of log here, with comments denoted with ** surrounding them. I am the host
Re: Help Please: Any BGT Devs
@Pragma: Nice to see you posting here again. Please see my posts in the crazy party thread. In re this issue, please refer to my above posts where I point out that I disabled the RNG aspect of my code for purposes of testing this. That was my first test
Re: Help Please: Any BGT Devs
Have you already tried getting step-by-step debug information from the game while the ball is moving? For it to end up going too far, the problem most likely shows up earlier, so if you can examine all the variables while the sender and receiver are in motion
Re: Help Please: Any BGT Devs
Hello.There is a bug with the random in BGT. Maybe it's this bug in your case, if you use the random_set_state and random_get_state functions many times with many seeds. You can see more details on this topic: http://www.blastbay.com/forum/viewtopic.php?id
Re: Help Please: Any BGT Devs
@CAE_JONES: Yes, this only occurs for the receiver, not the sender.@Hijacker: The timers are re-initialized after the packet is received, because the packet contains the parameters for type of shot, speed, strength, direction, etc. The receiving machine
Re: Help Please: Any BGT Devs
The timers are re-initialized after the packet is received. The packet contains the parameters for type of shot, speed, strength, direction, etc. The receiving machine takes these parameters from the packet, then calls the NewShot method with the values
Re: Help Please: Any BGT Devs
@CAE_Jones: Yep, seems like thisImagine the following, JLove: The sender reinitializes the timer and smashes the ball. All is fine here, because the time is just all synchronized.The receiver first resynchronizes the timer and then has to wait for the package
Re: Help Please: Any BGT Devs
Does this behavior only occur for the peer receiving the packets, and never for the sender? If it's only the receiver, I think that rules out timer problems.
URL: http://forum.audiogames.net/viewtopic.php?pid=318964#p318964
Re: Help Please: Any BGT Devs
Thanks to both of you for your feedback. I will address them in order:@Hijacker: The randomness only comes into play when the ball actually bounces off of the net that is placed ain the center of the grid. All testing was done with shots that did not hit
Re: Help Please: Any BGT Devs
I was going to say it sounds like a time-related issue, but you did mention timers.How do the timers work in your code? How are they used? If this game uses frames with a consistent framerate, the problem could be that one of the computers has a moment where
Re: Help Please: Any BGT Devs
Hi,so, what you didn't explain here is how you're using randomness itself. You told us that you pass the RNG seed around, but the calculation depending on strength, speed and such stuff should be dclear and without any randomness, shouldn't it?If you're using
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
Help Please: Any BGT Devs
Hello all. A friend and I have been working on a game for a while now. I had to take some time to deal with some life issues, but honestly, a large part of the reason for the lengthy development time (especially over the last year to year and a half is that we
25 matches
Mail list logo