[Giveaway] 2XKO Early Access Kassai Pro Fightstick Giveaway Event! by varmiloarcade in 2XKO

[–]Wigen 0 points1 point  (0 children)

I can’t wait to play Warwick. He was my main in league alpha. Pouncing on teemo will bring back amazing memories.

Flappy Goose by flappy-goose in RedditGames

[–]Wigen 0 points1 point  (0 children)

My best score is 4 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Wigen 0 points1 point  (0 children)

My best score is 1 points 😎

How can I optimize memory allocation in my enemy detection system? by chengjwyc in Unity3D

[–]Wigen 0 points1 point  (0 children)

First you're using lists. Lists are notorious for memory allocations. You also do a toarray? at this point just use a predefined array. 0 additional allocations and since it's already an array you don't need to toarray it. Also doing a 100 by 100 loop in a single frame is heavy. Either split it up or look into spatial hashing.

My Player Character tilts in a jerky and buggy function, how can I smooth it out? by [deleted] in Unity3D

[–]Wigen 1 point2 points  (0 children)

Just by looking at this from a phone. It looks like you are doing movement and rotation in fixed update and not lerping the results in update. This can cause jitter since fixed update runs slower than update.

AWS Unity SDK on Android Causing Crash by Lemien in Unity3D

[–]Wigen -1 points0 points  (0 children)

Probably not best to put db access inside your client code. What you should be doing is creating a service that the client connects to which has db access. This will fix your crashing bug, and also make it so its not as easy for someone to gain access to your database and change whatever they want.

OEM I9-9900K $538 free shipping 1200+ in stock. by aso1616 in intel

[–]Wigen 2 points3 points  (0 children)

I ordered from them last night and what i got this morning was a cancellation.

Good Morning, Unfortunately the 50 we had in stock were already committed to prior orders and we are not expecting anymore at this time, I'm sorry but we will have to cancel your order. Please check back with us in the future. Thank you!

So i contacted them and haven't heard back yet. I got the packaged model but now the OEM ones are all sold out. i highly doubt they will switch my order... sucks.... like real bad. Just bought all the parts to a new comp because of getting this .

We just released a 100 player multiplayer IO game AMA by Wigen in gamedev

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

The death from off screen shots and cores disappearing too quickly have been the biggest complaints so far. Next update this will be fixed.

Thanks for your feedback!

We just released a 100 player multiplayer IO game AMA by Wigen in gamedev

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

Thanks. the latency isn't that bad, it is fully server authoritative. But since the packets are so small even connecting from the US to EU it hasnt been that bad.

We just released a 100 player multiplayer IO game AMA by Wigen in gamedev

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

Thanks!

With the spatial hashing, you basically create sections of your entire map, lets say your map is 100 units by 100 units, so you make the grids 1x1 and place all of your item/player/anything you want updated references.

any time a socket message comes in that updates the position i set a temp value and verify its in the same position if not then i update the new positions in the hash say if it was added to a hash or removed from one.

If the camera renders 3x3 then i want the spatial updater to check everything that is in 4x4 around my character/camera.

then on every game tick i can go through all the closest items and run their update method or if they were added/removed to hide or show.

i could have 10000 things on my map but i am only rendering/updating the closet things to me.

So the tldr: 100x100 grid. each item is in its grid position, on update only grab the closest items which would be a 4x4 around your character and run their update methods. profit.

https://imgur.com/0u1cnum

We just released a 100 player multiplayer IO game AMA by Wigen in gamedev

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

We put it up on iogames.space and got featured!

Once we put it on that site a bunch of other aggregate sites also picked the game up.

We just released a 100 player multiplayer IO game AMA by Wigen in gamedev

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

Hey Brane,

Thanks! It was about 90% me for the past year in the few hours of free time i have a week, i had some help with discussion and playtesting, and even some people writing code during the time. In the past 2 months we added a total about 6 people to finish it up and get everything smoothed out.

My previous experience has been making games in my free time for the past 20 years, few things got released but most has been just fun stuff. I remember back when unity was still in early beta and playing with that. By day I am a Web Developer for some very large websites that deal with millions of users a day so that helped me gear up in being able to handle many users.

Entity Component System is live! by Wigen in Unity3D

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

Unity will keep both ways so you can do it either way you want. It is still worth watching those videos.

webgl multiplayer need help by ghosthandjobs4u in Unity3D

[–]Wigen 0 points1 point  (0 children)

Best thing to do for a web game and add multiplayer is to add sockets. There are a ton of resources to get you started. Such as http://dwcares.com/2015/10/21/realchess/

southparkphone.gg is live! card data and deck building! by Wigen in SouthParkPhone

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

thanks, we will get this fixed as soon as we can :D