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Game Development

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30 Jan 2023
@an_origamian:matrix.organ_origamian
In reply to @tengkuizdihar:matrix.org
in csgo, you need to stop as soon as possible so you can shoot accurately. basically moving the opposite direction you're going, to stop yourself from "sliding"
On ground or in air?
04:36:21
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org
I recommend looking for libraries to do what you want if possible.
yeah, probably need to use a custom "deterministic" physics engine like Rapier
04:36:24
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org
On ground or in air?
on the ground
04:36:30
@an_origamian:matrix.organ_origamianWhat's special about deterministic physics?04:36:43
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org
http://enet.bespin.org/
This is a C library for sending both reliable and unreliable packets over UDP. Works decently well.
I think Godot internally already use that. Rust should be used to get all the data need to be serialised and deserializing data.
04:37:18
@an_origamian:matrix.organ_origamianPerfect.04:37:41
@stars_uwu:lolispace.moestars_uwu
In reply to @an_origamian:matrix.org
I have written a grand total of 0 games. :)
Fair fair lol
04:38:33
@an_origamian:matrix.organ_origamian Note: I recommend thinking about how you will delag everything before you write the code. What do you want delagged? What don't you want delagged? 04:38:34
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org
What's special about deterministic physics?

two different machines can simulate the same exact physics behaviour given the same input

now, most physics engine aren't deterministic because there will always be a slight floating point differences between machines.

04:38:38
@an_origamian:matrix.organ_origamianI'm pretty sure there shouldn't be any floating point differences at all since most machines conform to the IEEE-754 floating point standard.04:39:25
@an_origamian:matrix.organ_origamianI think Q3 fits that description, at least for the most part.04:39:47
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org
Note: I recommend thinking about how you will delag everything before you write the code. What do you want delagged? What don't you want delagged?
well my main concern right now is reconciliation and prediction. seems like knowing a physics engine deterministic or not is the first step to do it in a server authoritative way
04:39:52
@an_origamian:matrix.organ_origamianI've never messed with physics engines, so I wouldn't know.04:40:14
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org
I'm pretty sure there shouldn't be any floating point differences at all since most machines conform to the IEEE-754 floating point standard.
yes, that's also what I thought, but then someone made a demo to showcase that indeed it happens
04:40:26
@an_origamian:matrix.organ_origamian:(04:40:35
@tengkuizdihar:matrix.orgIzdiharI'm on phone right now, maybe I'll show it later04:40:41
@zoey:the-apothecary.clubZoey (she/they) changed their profile picture.04:58:02
@tengkuizdihar:matrix.orgIzdihar

an_origamian: not on the phone anymore, here's the example of how non-deterministic "regular" physics engine is https://github.com/feetuh/netdot-boxes

It looks deterministic in the second gif not because the simulation was made deterministic, but because everything is now synced by properties lmao

12:37:11
@an_origamian:matrix.organ_origamianRedacted or Malformed Event20:59:12
@an_origamian:matrix.organ_origamian> I think the server's view would just be delayed, i.e. you only start running on the server at frame 5. Don't quote me on it though, it's been a while since I've looked at that. It for sure never rolls back your position (that only happens for weapon delag). The server doesn't do interpolation IIRC, but it does extrapolate a bit if it doesn't get user commands in time (although not for long).21:00:02
@an_origamian:matrix.organ_origamian^^^ That is from the more knowledgeable source.21:01:12
@gh0std0g3:matrix.orgGhostfoxe

Izdihar: You should read Glenn Fiedler's articles about game physics and fixed time steps.

He is specifically focused on game physics over a network and he talks about how developers can implement deterministic fixed physics steps into their games.

His Fix Your Timestep! article goes back to 2004.

21:43:48
@tengkuizdihar:matrix.orgIzdihar
In reply to @an_origamian:matrix.org

I think the server's view would just be delayed, i.e. you only start running on the server at frame 5. Don't quote me on it though, it's been a while since I've looked at that.
It for sure never rolls back your position (that only happens for weapon delag).
The server doesn't do interpolation IIRC, but it does extrapolate a bit if it doesn't get user commands in time (although not for long).

thank you, that's a nice insight
23:35:40
@tengkuizdihar:matrix.orgIzdihar
In reply to @gh0std0g3:matrix.org

Izdihar: You should read Glenn Fiedler's articles about game physics and fixed time steps.

He is specifically focused on game physics over a network and he talks about how developers can implement deterministic fixed physics steps into their games.

His Fix Your Timestep! article goes back to 2004.

will do
23:36:08
31 Jan 2023
@stars_uwu:lolispace.moestars_uwuOwo02:26:39
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@an_origamian:matrix.organ_origamian Izdihar: This looks useful: https://fabiensanglard.net/quakeSource/quakeSourcePrediction.php 17:48:10
1 Feb 2023
@testman42:matrix.orgtestman changed their display name from testman to testman42.15:19:03
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2 Feb 2023
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