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Player Position Interpolation Progress


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  • 3 weeks later...
Posted
I'm sure you've run Discretion before, there's still a ton of things left to do. I'm starting to wonder if The Apache wasn't right in saying "This project will fail because you will stop working on it." (misquote or not)
Posted

Thing is, it's open sourced and anyone could work on it... It's something the community needs to get involved in. Sure this would probably require some kind of coordination or something if a lot of people work on it, but until then, anyone can grab a copy from SVN, work on something they want to try, ask questions, get comfortable with the code, and eventually get their updates accepted.

 

If no one gets involved, Bak gets about zero motivation to work on it as well. Well, that's how I'd feel anyway, this is just an assumption :nea:

 

 

Dunno if it exists already, but some kind of feature map could be useful... Like a lists of features remaining to be done, or need updating, and what features need to be done before it can be worked on, etc. Wanna-be developers could pick something to work on.

Posted

When you rely on others, then of course you're not going to get anywhere. Because you're always going to wallow in the expectation that someone else is going to step up and take over, when in reality, you're just about the only one who truly understands how everything works. Open Source means nothing.

 

Anyhow, there is a partial list of things that need to be done here:

http://wiki.minegoboom.com/index.php/Discretion

 

And then Bak's personal todo list here:

http://forums.ssgn.net/index.php?showtopic=24105

Posted
Well, "relying" on others and expecting them to take over might be a bit strong... I was thinking about people making minor modifications or small modules
  • 2 weeks later...
Posted
just an update, this is in and works beautifully. I was in the process of updating the audit mechanism to include the two new pieces of data per player in order to check if collisions are being computed correctly (adjustMilliseconds and adjustVelocity [which has an x and y components, so actually 3 pieces]), when I decided it would be a good time to fix the incorrect-positing-update bug (which has been around for months), which I worked on for >6 hours or so last Sunday but still need to fully debug (it may be that memory is being corrupted, which sucks). I feel like I'm 90% there in terms of finding the cause, though, but who knows. It doesn't help that I can't reliably reproduce the bug, except by flying around aimlessly for 5-15 minutes, which really hurts when debugging.
Posted
I made a fake player in discretion follow me around and it reminded me a lot of how mervbot will follow you if you put it in the game, so I think that the algorithm is correct. It's interesting, though, that changing some of the constants, such as the 200ms interpolation time, makes it look jumpy and very poor. I suspect it's since the inter-packet time is 200ms, so if both were lowered it might also work.

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