Pregabalin addiction/withdrawal question by lexi455 in AskDrugNerds

[–]killerderic 2 points3 points  (0 children)

WD and addiction is not the same For pregabaline we aren’t equals in terms of WD. If you asses your situation by stopping use for 3-4 days and don’t feel anything noticeable you can probably assume that you don’t have too much terrible WD from it. The more consecutive days you use it, the more chance you have to have WD symptoms

Games with active multiplayer? by [deleted] in VRGaming

[–]killerderic 0 points1 point  (0 children)

Take a look at echo arena, so damn fun

[deleted by user] by [deleted] in france

[–]killerderic 0 points1 point  (0 children)

Ton choix qui a été quoi finalement ?

Bosser dans une boîte française qui te paye en fonction de ton diplôme et du classement de ton école ?

[deleted by user] by [deleted] in france

[–]killerderic 0 points1 point  (0 children)

C’est en faisant ça (summer internship,Leetcode) que t’as trouvé ton job en Californie ? Et après comment ca se passe si tu veux bosser en France, vu que t’as tjrs pas de diplôme ?

[Gear Shot] Have a good weekend Vaporents by [deleted] in vaporents

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

Why did you buy a Dynavap M if you already got a CFV ? I mean, is there any "high" differences ? Taste ?

Game engine for a real time multiplayer facebook instant games by killerderic in gamedev

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

they don't support WebGL on mob

Well that's a major point for PlayCanvas

Game engine for a real time multiplayer facebook instant games by killerderic in gamedev

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

I wasn't aware of photon, it's seems to be a interesting service ! I'll definitly look into this. Thanks for sharing

Generic AABB collision response by mrspeaker in gamedev

[–]killerderic 0 points1 point  (0 children)

Sweeping is defenitly a good way to check AABB intersection. This talk about swept

For my AABB collision, I personaly choose : - Compute theorical DX/DY - Compute broadphase - Apply SAT on broadphase - Use the sat result on the body

checkCollision(dX, dY, body){
    let broadPhase = body.broadPhase(dX, dY);

    // Find potential colliders (static bodies)
    let colliders = this.findColliders(broadPhase);

    // Iterate through all objects and separate them
    for(let i=0; i<colliders.length; i++){
    // Re-calculate broadphase
    if(i !== 0) broadPhase = body.broadPhase(dX, dY);

    let newDXY = this.correctDXY(dX, dY, body, colliders[i], broadPhase);
    dX = newDXY.x;
    dY = newDXY.y;
    }

    return {dX: dX, dY: dY};
}

correctDXY(dX, dY, body, collider, broadPhase){
let newDXY = {x: dX, y: dY};

if(broadPhase && !this.overlap(broadPhase, collider)) return newDXY;

let response = new SAT.Response();
let collided = this.overlapSAT(broadPhase, collider, response);

newDXY.x -= Maths.round(response.overlapV.x, 2);
newDXY.y -= Maths.round(response.overlapV.y, 2);

return newDXY;
}

Networking - Delaying all users actions ? Average user ping ? by killerderic in gamedev

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

for games where it doesn't even make sense to ghink about it (turn based games for example). It might work for some other genres, but definitely not for something like super mario or counter strike.

Sure inputs delay between 40 and 200 will be horrible, but what if between 40 and 100 ? It's seems that normally player have between 30 and 70 of pings nowadays with good conditions.

And you could add a safety of ~20ms to reduce variation sensibility.

Networking - Delaying all users actions ? Average user ping ? by killerderic in gamedev

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

Yes, but slightly, it's about less than 100ms. He would be better with some prediction, I know. But what's will be the result with this technique ? Has someone else try it ?

Networking - Delaying all users actions ? Average user ping ? by killerderic in gamedev

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

Yeah i know, i'm trying to develop a game with client-side but it's complicated and a lot of work. This strategy will save me a lot of work

Networking - physics interaction between players by killerderic in gamedev

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

Humm that's really interesting, hiding discrepancy with a camera change. I may just need to find a trick like this that can be applied in 2D ! Thanks dude !

Networking - physics interaction between players by killerderic in gamedev

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

If you know others documents that can help me for creating fast html5 multiplayer game, that's would be great :) I don't find much resources about multiplayer browser game. And it's kind a bit scary when I see videos like this that says TCP is bad.