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Sumo148

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8th January, 2010 at 01:04:27 -

I know what it is. Your supposedly able to figure out the players position according to his direction, speed, etc. What would be the best way to create this system. I'm making an online game (of course) and its a top down 360 degree shooter. The movement is just the basic 8Directions for now. Is there any formula that I could use? If I use dead reckoning this will reduce the amount of messages I have to send, decreasing the lag, right?

 
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Silveraura

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8th January, 2010 at 10:36:48 -

Think about how often the player hits the keys to interact with their character on screen. You want to concentrate on sending messages based off of that rather than constantly updating the positions. The theory here is, no matter how crazy a game, you're not going to hit the keys as fast as the game would be normally updating your position.

Heres what I mean:
If person presses forward: Send one message signaling moving forward.
If person person stops pressing forward : Send one message signaling stop moving forward.
+ Loop only once when event loops.
Repeat the above for virtually every action the player can do.

Think of it like trying to control a remote control car and when the remote is sending a signal to the car to perform actions. The remote control is telling the car what to do, not where to be.

As far as a proper prediction system. This is highly unique to your game and how well you do the above system. To my knowledge (I could be wrong), theres no golden formula that works for everything in this regard. You just kind of have to think like a logical computer would and then teach it how to come to the same predictive conclusion you do.

 
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OMC

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8th January, 2010 at 12:16:36 -

What Brandon said requires you to make the character use an actual movement rather than just placing its X and Y coordinates. Whether you use a custom movement or ball movement or 8 direction movement depends on how much work you want to put into it and how accurate you want it to look. So you can send the button presses, like Brandon said, but also, for a simple system, blast the direction and speed AND location. That way it stays on track. It may look a little jumpy if you don't tweak it.

To make a perfectly golden dead reckoning system... offer UrbanMonk some cookies.

Edited by OMC

 

  		
  		

Silveraura

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8th January, 2010 at 13:14:18 -

I kind of assume people to use static movement. My bad.

 
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aphant



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9th January, 2010 at 05:29:17 -


Originally Posted by OldManClayton
To make a perfectly golden dead reckoning system... offer UrbanMonk some cookies.



If you give UrbanMonk a cookie, he's going to ask for a glass of milk. When you give him the milk, he's probably going to ask for a straw.

 

UrbanMonk

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9th January, 2010 at 06:32:05 -

And that straw has to be made of pure gold.

 
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OMC

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9th January, 2010 at 13:31:01 -

And/or a rolled up diploma.

I'm trying to think of who else has done a dead reckoning system before. Have you tried anything out yet, Sumo?

 

  		
  		

Assault Andy

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9th January, 2010 at 15:14:43 -

Just for anyone else who wants some more information:

http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=172404

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
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Sumo148

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9th January, 2010 at 20:59:31 -

^^^^^^

That's my thread at CT Forums asking the same thing.

 
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Assault Andy

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10th January, 2010 at 03:07:28 -

I know So are you going to reply to one and tell us if we've solved your problem yet?

 
Creator of Faerie Solitaire:
http://www.create-games.com/download.asp?id=7792
Also creator of ZDay20 and Dungeon Dash.
http://www.Jigxor.com
http://twitter.com/JigxorAndy

Sumo148

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21st January, 2010 at 02:02:07 -

Oh I tried, and f**ked up my whole movement If anyone wants to try to fix it, or show me how to that would be great

http://mfa.aquadasoft.com/view/1263935958-Zombie_Swarm

 
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UrbanMonk

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21st January, 2010 at 04:32:07 -

Imma have to make an example one of these days.

The problem with dead-reckoning is that it's not one size fits all, it's depending entirely on the game engine.

It's much easier to implement with a completely custom engine though, preferably one that uses as few variables as possible.

Then there is always the derived variables to think about. Like instead of sending the direction of every player, just figure it out on the client machine by getting the angle between the old position, and the new one, ect.

 
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alastair john jack

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21st January, 2010 at 06:59:42 -

His name is netninja!

 
lol
   

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