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Side-projects , more games

Started by Prime_8, Jun 18, 2019, 06:55 am

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Prime_8

what I may do is seave some boxes in blender that are like the bounding boxes in blender to help show ship size vs class.

I'll have to figure it out. 

possibly do some videos about importing and setting up custom ships.

not much done tonight

Prime_8


Starts of a basic HUD and tracking.

using 2d drawing commands to keep hud crisp so far

scifieric

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Prime_8

thanks, man .

I started working on weapons.

I needed a simple projectile/plasma.

Nothing fancy, just a gem-like shape and a ball collision mesh

scifieric

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Prime_8

I'm having some issues getting the bullets to spawn how they should. it's an old bug that the RTS had that I never solved

Prime_8

okay, test last night showed up some issues with where they spawn and some 'drift' between actual and logical position over the web.

and one glairing but pretty oversight ... the weapon spawner creates all the weapons now .. but I forgot to make the de-spawn sync for the clients.
\so in the pics attached (taken from jimmios92 's rig ), you can see I have further polluted space.
we started to see on his end only every bullet is frozen in space where they stopped updating.

strings and could of weapon effects just hanging there on his end, all of them about ~1450 of them.

here are a couple of shots of that.

I'm uploading the playtest video now.

Prime_8

scifieric

Quote from: Prime_8 on Feb 26, 2020, 03:43 pmokay, test last night showed up some issues with where they spawn and some 'drift' between actual and logical position over the web.

and one glairing but pretty oversight ... the weapon spawner creates all the weapons now .. but I forgot to make the de-spawn sync for the clients.
\so in the pics attached (taken from jimmios92 's rig ), you can see I have further polluted space.
we started to see on his end only every bullet is frozen in space where they stopped updating.

strings and could of weapon effects just hanging there on his end, all of them about ~1450 of them.

here are a couple of shots of that.

I'm uploading the playtest video now.
Oh, that's wild!  LOL!
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Prime_8

lol yeah, its was pretty. 

I may make it a hidden mode for those who wanna heat their video cards LOL.

as of right now, the despawn-er works, it can be told to run, or it will auto-fire if it's more than 40-sec since the last command from the server.


I need to fix the math bassed drift. then it's kinda back to art stuff.


the EXE and .pck file are now passing 180MB in size. most of that image assets. I have been working on the shell of a test rig that should let users make their own modded fighters.
but for now, I think it will be just a selection of pre-made . until I get that tech sorted

scifidude79

That's a lot of impressive work, Scott.

scifieric

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Prime_8

well 2 glaring bugs  rite now because they can be seen and I think they are the same bug under the hood.

1. client players visibly drift from where they should be according to the server ( serve is LAW, so it should update to match )
   clients locally update their positions .
   send it to the server ( the server does a quick sanity check and sends it out to all others connected )

problem , if the client gets bumped on their local rig or in the server by a physics enabled object, some of the motion delta is lost .

after a time you can visibly see that drift.

2. plasma shots don't spawn in the correct spot all the time .   I believe this is related to bug #1  , in that the math that is fouling there is being passed into the PS spawner.

even with those errors , you can see in the video its almost playable .... almost

scifieric

Scott, you are capable AND talented.  I am firmly convinced that you could be rich, if you wanted to be.
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Prime_8

^^^ hahah .
 I have not figured that out yet  :P


I have figured out how i built the net code is not compatible .

there is a command for teh physics engine that godot does not seem to have and would be a waste even if it did .

ise is  physics runs at a diff speed than visual stuff , now throw in the web , there is no way to sync  physics states over the web with this engine .
so temporal and visual drift cannot be avoided if each client attempts to run their own world.

the solution is that the server must run the world.
ugh  so  how that works ..

player presses a key , that key press is sent to the server.
the server does the processing of that key and what it does to the player
the server sends back the updated position of the player ( and all players )

upside , very hard to cheat.
down side , more complex , slower feeling .. players can feel lag of inputs  if you don't do some trickery

kinda bonus upside .. easier for players to join mid game with out packet errors .

server must me beefy enough to run all physics simulation and  push it out on fastenough net connection .


so ugh yeah i gotta do that .
and then figure out teh magic smoothing .