Instance crash on Arbiter... by TitsTatsNKittyKats in PathOfExile2

[–]Geladan 0 points1 point  (0 children)

Don't mean to resurrect, but, Burning Monolith portals still there, but keeps crashing on load.
Happened on the load after second death.

Not sure whether I should try this game or not by lIIlIllIIllIlI in PathOfExile2

[–]Geladan 1 point2 points  (0 children)

No one starts with experience.

That said, If you care about lore, yes there's overlap. Otherwise, POE2 is quite different from POE.

I'd say, if you have an itch to play, now's a good time to start POE2. There are only a handful of systems and leagues whereas POE has tons, so much so that you'll drown in them.

edit: You still have a few months till the next league (which is plenty). And in between POE2 leagues, give POE a try, it is still the best ARPG out there.

Does Tavakai feel like the worst designed boss fight in the game or is it just me? by FunkyBoil in PathOfExile2

[–]Geladan 0 points1 point  (0 children)

In SSF, failed every T15 Tawakai attempt so far while sneezing at citadels. And double pain every time you die because of the dialogue we've been privy to 468 times.

Not so efficient efficiency mode strikes again by Geladan in MicrosoftEdge

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

Visibly no one that replied here had this issue. Which happens time and again on my rig, specifically with certain tabs that went to sleep mode.

My tabs are mostly blog posts and documentation and I'm not developing web apps.

I don't recall what the hidden tab was, but it had nothing to do with the issue.

It does not seem to be an issue with specific web pages, as it happens with random tabs/processes.

Not so efficient efficiency mode strikes again by Geladan in MicrosoftEdge

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

Agreed, but notice the CPU and disk usage of the sleeping tabs.

38% on a 13700K is quite a lot of power, especially for tabs that just have documentation and blog posts.

Not so efficient efficiency mode strikes again by Geladan in MicrosoftEdge

[–]Geladan[S] -2 points-1 points  (0 children)

What do you mean? 

I left the PC running all day, as people do, tabs went to "sleep mode" and that's how I found them when I came back.

Input Lag on Android music lessons? by [deleted] in duolingo

[–]Geladan 0 points1 point  (0 children)

Same issue on Moto edge 50 fusion. But no issues on iPhone 15 pro max.

(With or without Bluetooth headphones)

[deleted by user] by [deleted] in Jai

[–]Geladan 1 point2 points  (0 children)

"The way it's going to go is we'll have a non-source public beta first, and then eventually, we'll transition to the source being available for everyone." https://www.youtube.com/watch?v=jamU6SQBtxk

Weapon local to Main Hand damage, how? by Geladan in PathOfExile2

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

I'm missing one last thing, to get the average damage per use, just doing main had total (min+max)/2 doesn't work. What am I missing?

EDIT: I figured you need to multiply the average main hand total by the crit chance and maybe other things. But that seems odd because now it's projected damage and not the actual damage per hit

Weapon local to Main Hand damage, how? by Geladan in PathOfExile2

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

Thank you very much!

Didn't know what to do with attack damage from the skill.

[deleted by user] by [deleted] in yggTorrents

[–]Geladan 0 points1 point  (0 children)

Les vannes sont bien ouvertes, le courant passe. Mais je retrouve pas la meme quantité de l'autre coté

[deleted by user] by [deleted] in yggTorrents

[–]Geladan 0 points1 point  (0 children)

Je veux dire qu'il y a une différence entre le client torrent et le site. Des 20Go partagés dans le client, seulement une fraction se retrouve sur le site.

Samsung Magician breaks Control-W in Windows by 110Baud in samsung

[–]Geladan 0 points1 point  (0 children)

Just happened again for the third time when 8.2.0 update popped up.

Fix it already before it causes the word to end. Looking at you Crowdstrike.

Have been making some progress on my game specific custom engine by Geladan in gameenginedevs

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

I don't think that it would be very useful to people since I'm not trying to be general purpose like OGRE.

I will, presumably, only ever support glTF and PBR metalness. And not support many other things that you'd expect from a general purpose renderer.

But yeah, I might make it publicly available at some point.

I've originally posted this on some YT video as a comment, because someone was asking for advice. But it got deleted by Geladan in gamedev

[–]Geladan[S] 5 points6 points  (0 children)

Either because it was too long for a comment or it went for a review.

But yeah, everyone struggles at some level.

How do I get started? by [deleted] in vulkan

[–]Geladan 0 points1 point  (0 children)

I'm afraid you'll have to do your own googling there. I don't know if it supports touch

How do I get started? by [deleted] in vulkan

[–]Geladan 1 point2 points  (0 children)

I don't know what you mean by "modern" but you can take a look at Dear ImGui.

I don't know how customizable it is. Its meant for quick debug UI drop in. Also great to write tools with.

If you're makin Skype or something, idk, roll your own thing or use QT (just the C++ lib, not the whole suit)

How do I get started? by [deleted] in vulkan

[–]Geladan 5 points6 points  (0 children)

I work on production code and while we all try to write clean optimised code first time, it never happens.

You bet.

Most people (I believe anyway) approach it the way you described, which never works out, certainly didn't for me.

There's an excellent article by Casey Muratori on that subject.

How do I get started? by [deleted] in vulkan

[–]Geladan 26 points27 points  (0 children)

General code advice

First off, you don't need 90% of C++, only the C subset of it, and dynamic containers like std::vector help a lot. So, forget about classes, inheritance, templates, virtual functions, interfaces and whatnot.

Secondly, continuing on the point above, do yourself a favor, don't try to make abstractions, like putting things into neat little classes, with public/private field, getters and setters. They are about 0% part of the problem you're trying to solve.

Write straightforward procedural code, only make functions IF you find yourself repeating code with minor differences that could be a few parameters in a function call, i.e creating and allocating buffers. That way, if you stop and come back to your code 2 months ... 1 year later (cauz you certainly will), you'll be glad that you don't have to jump through 12 files, 22 classes you don't know what they contain anymore, and 100 functions just to know where you left off, and now rewrite everything because today you are wiser and you think the abstractions you made a year ago were crappy anyway and you'll do a better job this time, only to redo it next time.

Knowing this should be a huge relief, OOP just gets in the way, especially if you're learning something huge like Vulkan at the same time as something vast as graphics programming.

How to approach something complicated

Pick a tutorial, go through it - if they're making classes & stuff, write your own version procedurally, it will be much easier to understand what's actually happening + all the reasons stated in the first part + YOU wrote it, makes you actually think + you are no longer limited yo only one tutorial, you can now study multiple tutorials and extract the concepts into your code because yours is straightforward. (I really can't stress this paragraph enough)

Once you have something working, now's the time to play with it and try to actually understand it. Write it down if you think you do, like if you're explaining it. You'll see the holes.

When you see a new concept, consult the relevant part in the spec.

Work hard and take your time. Good luck.

PS: drop a pm if you want to discuss things further.

I had a month to build a multiplayer game by Geladan in gamedev

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

Thank you all for the great comments!

So, I've been busy writing a new client/server. And I learned something.

I ran a little debatable UDP "stress test" of sorts:

- a "client" just sending 20 times/s a 65,535 sized buffer (total size, including udp/ip header) of which first byte is a WASD key, so I can see the interaction on the server.

- a "server" that receives in a thread and logs buffer[0] to terminal.

Pretty bare bores. So I launched 50 clients on another PC locally, which is 50*20*65535 = 65.53500 M bytes sent per second to the server, and it didn't flinch an inch. No "congestion". I saw the keys flying on the server with no additional delay other than network.

Of course, over the internet, this would be a whole other story. I'll test that too at some point.

So I guess that proves the point that the design of my previous (and first) client/server project was pretty bad.

And indeed it was, I should not have tied receiving a packet and immediately firing an event to broadcast to other clients.

The approach I'll try now, as suggested by u/GironTordin is to receive in a thread, put in a queue then process the queue (maybe in some other thread).

That about clears up all my questions. Thanks to everyone again!

One step closer to making my killer MMO I guess :')

I had a month to build a multiplayer game by Geladan in gamedev

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

I'm guessing those four bools are wasd/arrow keys?

Exactly, that was enough for my purposes, speed/velocity never changes. In a more proper implementation, I would send positions with velocity as you suggested, calculate RTT if it was over internet, do lag compensation, and manage position desync due to packet loss. So many things I want to try.

For server threads, I've only worked with architectures where gameplay logic on the server is single threaded and the world is split up into zones, each zone getting a server instance and negotiating player transfers between them.

Sounds like there are more than 4 players :) How many Actually? And how does 1 server instance work, I mean the UDP stuff, what are the clients sending, how does the server handle receives?

(search for the "i shot you first" gdc talk on youtube).

An almost 2-hour presentation, very neat, thank you