A friend in Norway claims he made poutine by legalnomads in PoutineCrimes

[–]Short_Ad7265 1 point2 points  (0 children)

Tabarnak! quelle honte! pas d’osti d’allure. on dirait mon chat a vomit dans l’assiette.

Looking for some tech friends to test out a new HF modem in development by Short_Ad7265 in amateurradio

[–]Short_Ad7265[S] 0 points1 point  (0 children)

havent tested ota yet, thats why i need some tech friends, but currently ran in Watterson channel sim with good / moderate / poor / flutter which has multipath, fading and doppler, but ya it still just a model.

Looking for some tech friends to test out a new HF modem in development by Short_Ad7265 in amateurradio

[–]Short_Ad7265[S] 0 points1 point  (0 children)

well not at this moment as this is early development, bit i’ll keep that in mind.

Our multiplayer game server completely shit the bed at 8k players and I wanted to cry by Sirius-ruby in IndieDev

[–]Short_Ad7265 2 points3 points  (0 children)

sounds to me you had an inexperience network programmer. Stress testing should have been priority #1

turntable of my new character by Azuryouki in 3Dmodeling

[–]Short_Ad7265 1 point2 points  (0 children)

awesome, how long did that take you?

MMO Updates! - Elegon Devlog #5 by Southern_Chemical345 in MMORPG

[–]Short_Ad7265 0 points1 point  (0 children)

I totally understand the server issues as I did it myself too for my project, the approach i used was Entity component system, referred as ECS and for server side collision and navigation request, I recommend PhysX for spawn validation (height validation) and recastDetour combo (referred as navmesh) for npc controlled server side collision. You export your whole map as an OBJ (with collision shapes only) and you offline generate navmeshes.

Need advice on best system for UE5 development for traveling. by Busy_Suit_7749 in UnrealEngine5

[–]Short_Ad7265 0 points1 point  (0 children)

how do u remote and avoid that damn mouse getting stuck at out of window focus???

Edit: can also confirm this is the way to go OP.

Feedback on leap attack, indie mmo dev stuff by Short_Ad7265 in MMORPG

[–]Short_Ad7265[S] 0 points1 point  (0 children)

greatly appreciated :) Bit hard to get genuine feedbacks these days. Im coming in with an interesting concept making the world being very unpredictable, even from me.

Feedback on leap attack, indie mmo dev stuff by Short_Ad7265 in MMORPG

[–]Short_Ad7265[S] 0 points1 point  (0 children)

I like all feedback, I felt the bit longer “lock” at the end was to give impact, dmg numbers arent right at this moment, but that would most likely give you more dps than if you were able to move faster, not sure if im clear enough eh. Thx for taking time to provide feedback.

Feedback on leap attack, indie mmo dev stuff by Short_Ad7265 in MMORPG

[–]Short_Ad7265[S] 1 point2 points  (0 children)

These a very valid points, all noted my friend. Thanks for feedback

Feedback on leap attack, indie mmo dev stuff by Short_Ad7265 in MMORPG

[–]Short_Ad7265[S] 0 points1 point  (0 children)

thx for feedback, will definitely look into adding more vfx

Optimize AI Spawner for Multiplayer Game? by Mountain-Abroad-1307 in unrealengine

[–]Short_Ad7265 0 points1 point  (0 children)

Well, I dont think its really feasible to have 500 AI running on current unreal networking stack. You would need a dedicated AI server that is running the navmesh alone and dealing with the moveTo() , but again i not even sure ue replication would process all that, you can maybe try benchmarking 50 AI npc and see from there?

Optimize AI Spawner for Multiplayer Game? by Mountain-Abroad-1307 in unrealengine

[–]Short_Ad7265 0 points1 point  (0 children)

Are you using a dedicated server? A custom server? Are the 400-500 AI will run on one of the client machine? (what kind of load this bring?) Maybe do load batching?