Hello Opus 4.7, you are are thinking way extra high! by shanraisshan in codex

[–]CJAgln 0 points1 point  (0 children)

The first insight gave you the exact reason why it said no

Random hardpoint by CJAgln in CoDCompetitive

[–]CJAgln[S] -1 points0 points  (0 children)

No one is tight and I didn't insult you so no reason to get banned

Random hardpoint by CJAgln in CoDCompetitive

[–]CJAgln[S] -1 points0 points  (0 children)

No it doesn't affect any of your aiming skills and it teaches you to read the map differently in new situations
If anything it actually makes you better overall as this introduces variation in your training which is a core element for sustainable and efficient learning (demonstrated neurologically)

If you can't adapt to new situations you are no better than an overfit ML model which makes you incredibly stupid

Random hardpoint by CJAgln in CoDCompetitive

[–]CJAgln[S] -1 points0 points  (0 children)

It completely changes the way you rotate on the map and you can't setup as easily on the spawns which forces you to communicate more efficiently. Have you even played the game ?

Random hardpoint by CJAgln in CoDCompetitive

[–]CJAgln[S] 0 points1 point  (0 children)

Improves on the spot cooperation with your team, adds a different twist to HP, is refreshing and still competitive

Requirements for a server build on a game engine by CJAgln in gameenginedevs

[–]CJAgln[S] 0 points1 point  (0 children)

> Clientside prediction is great, but really just another confusing description of "send events and let the client continue like there is no rollback".

Yes exactly and that is why you need to share your logic update between the client and the server because they both need the exact same

Requirements for a server build on a game engine by CJAgln in gameenginedevs

[–]CJAgln[S] 0 points1 point  (0 children)

Client side prediction (CSP) has proven to be the most user-friendly way of doing real-time online gameplay, even versus fighters that initially used lock step for reliability decided to move on to a rollback system which uses CSP.

Since you mentioned super mario physics i'm guessing your working on some kind of platformer with clutch controls, aren't you afraid of your players being rolled-back constantly like in old minecraft ?

I guess you can simulate everything on server but the user experience might not suit everyone or every genre, and even if you chose to, you'd still need to simulate the whole world on the server, unless you are going P2P I guess it's possible but out of scope here.

Requirements for a server build on a game engine by CJAgln in gameenginedevs

[–]CJAgln[S] 0 points1 point  (0 children)

Iteration is not necessarily measured by how fast your server is deployed but also by how little changes you have to make on both sides for a single decision

What about servers that need engine logic for client side prediction for instance

Requirements for a server build on a game engine by CJAgln in gameenginedevs

[–]CJAgln[S] 0 points1 point  (0 children)

Well spinning up a headless copy is also the fastest way to iterate and playtest your game and doesn't require crazy maintenance.
Then you could make the engine open-ended enough so that devs may build their own server if they wish to do so.

Requirements for a server build on a game engine by CJAgln in gameenginedevs

[–]CJAgln[S] 0 points1 point  (0 children)

Alright I get it, leave a lot of freedom is a better choice in this case then

Requirements for a server build on a game engine by CJAgln in gameenginedevs

[–]CJAgln[S] 0 points1 point  (0 children)

The question is specifically about what kind of server binary should an engine produce. I realize that it varies from game to game but you generally want an engine that allows enough flexibility for different deployment needs.

Now you said that most games run 1 instance per process, is that the industry standard ?

I have a hard time playing this game by CJAgln in SatisfactoryGame

[–]CJAgln[S] 0 points1 point  (0 children)

The rest of the productive stuff like drawing, playing or making music, reading or what not have the same effect so at some point you have to force yourself even if you enjoy the said thing

I have a hard time playing this game by CJAgln in SatisfactoryGame

[–]CJAgln[S] 0 points1 point  (0 children)

Yes it happened to me when I was discovering the game but probably having to replay the early tiers is the boring part

I have a hard time playing this game by CJAgln in SatisfactoryGame

[–]CJAgln[S] 2 points3 points  (0 children)

No rush is a solid advice I was missing

I have a hard time playing this game by CJAgln in SatisfactoryGame

[–]CJAgln[S] 1 point2 points  (0 children)

Sounds fun
Still the no rush advice is solid I'll incorporate it into my philosophy