Accelerated movement in 2D space

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19 Replies - 1436 Views - Last Post: 04 May 2012 - 05:15 PM Rate Topic: -----

#16 ButchDean  Icon User is offline

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Re: Accelerated movement in 2D space

Posted 02 May 2012 - 01:20 PM

No problem. :)
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#17 Fib  Icon User is offline

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Re: Accelerated movement in 2D space

Posted 03 May 2012 - 07:51 AM

View PostYhoko, on 30 April 2012 - 09:06 AM, said:

Sorry, I'll clarify this. We're talking about a network game and the question is targeting the server-side code. On the client side, of course, the same calculations will be done from within a main loop. However the server does not have a main loop and only updates the positions on certain events, so basically, when it's necessary (to keep the server idle the most time).


Since you are already calculating velocity/angle on the client side in the main loop, you could just send those values to the server then the server could update the other clients. That would eliminate the need for the server to re-calculate it without a main loop.
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#18 Yhoko  Icon User is offline

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Re: Accelerated movement in 2D space

Posted 03 May 2012 - 07:58 AM

Thanks but that wouldn't work. The client would need to send the values in every frame which is clearly overwhelming the network. Even interpolated values (say each second) would be way too much.
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#19 modi123_1  Icon User is offline

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Re: Accelerated movement in 2D space

Posted 03 May 2012 - 08:16 AM

Are you looking for more of a "Distributed Interactive Simulation" answer with a sprinkle of redefined 'client-server' architecture?

http://www.gamasutra...hiding_for_.php
https://developer.va...ayer_Networking
http://gafferongames...ame-networking/
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#20 Yhoko  Icon User is offline

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Re: Accelerated movement in 2D space

Posted 04 May 2012 - 05:15 PM

Thanks, this knowledge always comes in handy.
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