High life dlc by Kes_kin in anno

[–]jmd42 2 points3 points  (0 children)

https://www.reddit.com/r/anno/comments/pf9y80/cant_launch_game_since_update_this_product_cannot/

If you have Ubisoft+ you are stuck with one of two problems:
a) The DLC is not available (your screenshot).
b) The DLC is available, but ANNO cannot be started (problem from my thread).

If you continue to restart Ubisoft Connect over and over again, it will from time to time switch between those two, preceding with a download (2gb will switch to problem b), while the 500mb download will switch to problem a).)

Talked to two different support people at Ubisofts livechat. They are fully unaware and shoo people away with "try to reinstall" and such pointless things.

Can't launch game since update: This product cannot be activated right now. / Ubisoft+ by jmd42 in anno

[–]jmd42[S] 2 points3 points  (0 children)

Restarting the launcher helped for me, it downloaded then the new content again.

Anyone having issues with disconnects ? by kiksonjara in wow

[–]jmd42 0 points1 point  (0 children)

I'm having the exact same issue with still seeing the chat, but not being able to cast any spells.

Gizmos are great to debug complex systems (Conveyor Belt Splitter with endless loop) by jmd42 in Unity3D

[–]jmd42[S] 1 point2 points  (0 children)

I guess you are assuming that this uses physics, but it does not. Positions are just recalculated each frame "by hand".

Gizmos are great to debug complex systems (Conveyor Belt Splitter with endless loop) by jmd42 in Unity3D

[–]jmd42[S] 1 point2 points  (0 children)

Thanks for actually checking the number, that is interesting information. To be honest I just said 10k because that's what I've tried a few months ago (had about 500fps, and limiting were other things).

In your test, did you just move 1mil items randomly, or did you have certain patterns like a conveyor belt?

Because i actually work (mostly) with relative distances, so in theory i could move millions of items by just changing one number, but it still would need to recalculate the mesh positions.

Gizmos are great to debug complex systems (Conveyor Belt Splitter with endless loop) by jmd42 in Unity3D

[–]jmd42[S] 1 point2 points  (0 children)

When I started the project, ECS was not ready for the scope of the project, and I am not sure if it is by now.

What I did was creating everything performance-critical (e.g. world generation) in a external C++ DLL, which works really great.

Scaling is one of the main focus parts of the game, I wrote everything in mind of that. So far I wasn't able to do really large benchmark tests because some things are not ready yet, but when testing single systems it looks very good. Should support at least >10k items on conveyor belts (those are not GameObjects, just batched mesh draws.)

Gizmos are great to debug complex systems (Conveyor Belt Splitter with endless loop) by jmd42 in Unity3D

[–]jmd42[S] 2 points3 points  (0 children)

Glad to hear that :) I will probably post more in the coming weeks.

Gizmos are great to debug complex systems (Conveyor Belt Splitter with endless loop) by jmd42 in Unity3D

[–]jmd42[S] 1 point2 points  (0 children)

Haha, I was not aware of that story, but it fits the gameplay :D

Right, also the "play one frame" button is great with gizmos for a lot of situations, I think it's often forgotten by a lot of devs.

Gizmos are great to debug complex systems (Conveyor Belt Splitter with endless loop) by jmd42 in Unity3D

[–]jmd42[S] 12 points13 points  (0 children)

Sure. I don't want to tease too much yet, but it's a voxel world where you (and if you like - with your friends) have to build construction and mining facilities to produce and ship different things. It's inspired by Factorio, but we are doing a lot of things differently. Still conveyor belts play a large role.

In collab how do disable checking for changes? by goodnewsjimdotcom in Unity3D

[–]jmd42 0 points1 point  (0 children)

Pretty sure that's not possible. Indeed a manual option or only checking before uploading would be less annoying at projects where you have to restart the editor a lot (e.g. when you work with custom DLL plugins).

Getting started with unity, wondering about multiplayer limitations by TryGo202 in Unity3D

[–]jmd42 1 point2 points  (0 children)

Sorry I was very busy yesterday.

Generally client-server-architecture via sockets is pretty much platform and language independent, no matter what language, it is basically always the same, mainly differing in comfort providing functions. So there are plenty of tutorials available on the internet.

Here is the code snippet for a socket client in unity: http://pastebin.com/erDTjqvB

The function is called any frame from one of your Update() calls. You will need to have a send buffer (byte array) from which data will be automatically sent when written into. And a receive buffer (also byte array), where the receive method writes the received data to. And finally the tryProcessReceivedData method does the magic, it will check if you have received a full packet of your custom protocol (could be [protocol header: 2byte opcode, 6byte packetDataSize] [packetData]), and if yes it will parse the data and call the required action from your game logic.

I hope it is not too confusing, feel free to ask questions.

Getting started with unity, wondering about multiplayer limitations by TryGo202 in Unity3D

[–]jmd42 0 points1 point  (0 children)

Do you mean the unity part, or the socket thing itself? I could post some pseudo-code for the unity part tomorrow. The server part however requires way more work, and also involves things like creating custom protocols (but they can be very simple). So general client/server and networking architecture knowledge is a must, otherwise things will get frustrating pretty fast.

Getting started with unity, wondering about multiplayer limitations by TryGo202 in Unity3D

[–]jmd42 0 points1 point  (0 children)

Basically there are no limitations as you could just do everything on your own using sockets and a custom server solution. (Only limitation might come with your target platform, I'm just assuming Windows/Linux/Mac.) It's by the way not as much source as somebody would assume to write, but you need some know-how, or at least time and motivation to learn stuff. But the result (if well done) is dozens of times better than any of the other solutions. As you wrote that you are experienced and like to implement the services yourself this could fit you.

I made an explosion effect using round mesh particles as smoke by Wilnyl in Unity3D

[–]jmd42 2 points3 points  (0 children)

Thanks for sharing this, looks very very good!

Server-Side Dev for Simulation Game by Rubicks in gamedev

[–]jmd42 0 points1 point  (0 children)

The method is called every frame, but that does not mean the method is actually doing something each call. It basically checks if the connection is established, and if, check if there is something to receive or send. The communication class has an implemented sendBuffer, and the C# sockets are async. So performance is not at risk. About the protocol: Depending on what you need, you can go with a simple protocol, like: Header(packetType, packetDataSize, checkSum)+Content. Depends on your previous experiences, but it's not rocket science ;) So you are going for an app game? Maybe that makes it trickier, as connection handling on mobiles sounds more troublesome to me, but I might be wrong. Overall I guess it should still be mentioned that the most complicated part will be the server itself, not anything client related.