mrmiguu Posted November 14, 2010 Author Share Posted November 14, 2010 @DDunit:> In all the years I've known Miggu, I can certainly say that he's one hell of a fucking perfectionist.Lol, thank you DDunit. I'm glad someone can vouch for me ;D Link to comment Share on other sites More sharing options...
shadowdeath Posted November 14, 2010 Share Posted November 14, 2010 @DDunitAgreed. Link to comment Share on other sites More sharing options...
Robin Posted November 14, 2010 Share Posted November 14, 2010 If you didn't want me to tell you how to do things you shouldn't have asked me to explain how to do pixel-based movement. If you want to do it your way, it's no skin off my back, but don't bother asking me in the future. It's a waste of both of our time. Link to comment Share on other sites More sharing options...
mrmiguu Posted November 14, 2010 Author Share Posted November 14, 2010 @Robin:> If you didn't want me to tell you how to do things you shouldn't have asked me to explain how to do pixel-based movement. If you want to do it your way, it's no skin off my back, but don't bother asking me in the future. It's a waste of both of our time.I asked you about pixel-movement packet configuration. I didn't ask you how the idea worked conceptually. I already did that, and dynamically. I appreciate your help, but you questioned my already-made, already-working system which proved to be successful. I guess we're not seeing eye to eye because I changed the player's collision from the typical 32x32 tile to 1 pixel (16 pixels in, 32 pixels down). Link to comment Share on other sites More sharing options...
Kusy Posted November 17, 2010 Share Posted November 17, 2010 @Robin:> Graphics are client-side. Collision detection is server-side.fuck you. Link to comment Share on other sites More sharing options...
mrmiguu Posted November 18, 2010 Author Share Posted November 18, 2010 @Kusy:> @Robin:> > > Graphics are client-side. Collision detection is server-side.> > duck you.O_O;I suppose. Is checking for players and NPCs client-sided wrong then? It's not in the server-sided collision check. Link to comment Share on other sites More sharing options...
Robin Posted November 18, 2010 Share Posted November 18, 2010 @MrMiguu:> I suppose. Is checking for players and NPCs client-sided wrong then? It's not in the server-sided collision check.![](http://i38.photobucket.com/albums/e112/Kite_Minase/Reaction/1270512157593.jpg) Link to comment Share on other sites More sharing options...
mrmiguu Posted November 18, 2010 Author Share Posted November 18, 2010 @ Robin There's player and NPC collision checks in the clien't CanMove function. Link to comment Share on other sites More sharing options...
Robin Posted November 18, 2010 Share Posted November 18, 2010 Client-side checks are used to make the movement smooth. If you didn't check and simply allowed the player to send the packets regardless, you'd see constant vibrating when trying to walk onto a blocked tile. Or you could have no client-side handling of movement at all and wait for the server verification, but that'd cause lag.All systems should be handled server-side. Client-side systems should be there to compliment the server-side systems, not replace them. Link to comment Share on other sites More sharing options...
mrmiguu Posted November 18, 2010 Author Share Posted November 18, 2010 @Robin:> Client-side checks are used to make the movement smooth. If you didn't check and simply allowed the player to send the packets regardless, you'd see constant vibrating when trying to walk onto a blocked tile. Or you could have no client-side handling of movement at all and wait for the server verification, but that'd cause lag.> > All systems should be handled server-side. Client-side systems should be there to compliment the server-side systems, not replace them.Oh. I knew that. Collision checks are **always** server sided. I was just curious at why they aren't client sided too. But, in fact, they are. Link to comment Share on other sites More sharing options...
Robin Posted November 18, 2010 Share Posted November 18, 2010 You confused me. You said your checks weren't server-side. Link to comment Share on other sites More sharing options...
mrmiguu Posted November 19, 2010 Author Share Posted November 19, 2010 @Robin:> You confused me. You said your checks weren't server-side.They are. They are both server sided and client sided. I was curious on why player and NPC checks weren't also server sided. Link to comment Share on other sites More sharing options...
Robin Posted November 19, 2010 Share Posted November 19, 2010 They are. Link to comment Share on other sites More sharing options...
Vaughan Posted December 14, 2010 Share Posted December 14, 2010 They should be on both sides. Really, the main reason stuff is doing client-side as well is for two reasons:1) To prevent latency or lag2) To perform a sanity check; which will allow you to save bandwidth and CPU on the serverYou should simply be moving the player client-side on everyones screen, and then when the packet to 'stop' is received, a location should also be enclosed. This will indicate where the player 'should' be. You can now interpolate them towards that position slowly on clients that are off. So, if I was off 4X on my client-side, I would just move for an extra update-tick/second and my copy of your avatar will now be in sync. You could just 'snap' them into place, but that's going to look jerky. :/ Link to comment Share on other sites More sharing options...
mrmiguu Posted December 14, 2010 Author Share Posted December 14, 2010 @Vaughan:> They should be on both sides. Really, the main reason stuff is doing client-side as well is for two reasons:> > 1) To prevent latency or lag> 2) To perform a sanity check; which will allow you to save bandwidth and CPU on the server> > You should simply be moving the player client-side on everyones screen, and then when the packet to 'stop' is received, a location should also be enclosed. This will indicate where the player 'should' be. You can now interpolate them towards that position slowly on clients that are off. So, if I was off 4X on my client-side, I would just move for an extra update-tick/second and my copy of your avatar will now be in sync. You could just 'snap' them into place, but that's going to look jerky. :/Ok. Link to comment Share on other sites More sharing options...
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