01-05-2015, 05:40 PM
(This post was last modified: 01-07-2015, 08:31 PM by TheShyGuy.
Edit Reason: online. determinism
)
No problem. Here's the current progress on hits.
http://i.imgur.com/XMLndvO.gif
Atm, I've only got Offensive Vs Hurt collisions. Currently, there's hit gfx and sfx, hitstun and knockback.
Oh yeah, I also added an event to check "SpecificCollision". Will any character actually use it? I dunno, but it was easy to add so why not. An Example use would be Link's boomerang where he regrabs it. Basically, you're able to subscribe for checking specific objects for collisions and can use that info however you like.
___
Edit:
I'm also researching about networking subjects. Currently, it seems that it's possible to only need to send player inputs to eachother without desyncing. However, that requires the game to be deterministic across computers. I've been led to something called fixed point math, where you use integers to represent fractional numbers. It still comes off a bit complicated and confusing, but I think I'm getting there.
If fixed point is what I need, then I'll also have to research a bit about matrix math since I currently use matrices to store position and also do hierarchy stuff. I'm not sure how long that'll take.
If it goes well, a deterministic game allows recording gameplay too, at least, that's what people generally say. It also allows for "exact"? or high control over mechanics.., for example, movement.
I'm just in the research phase, and online isn't even a high priority, I'm just curious.
http://i.imgur.com/XMLndvO.gif
Atm, I've only got Offensive Vs Hurt collisions. Currently, there's hit gfx and sfx, hitstun and knockback.
Oh yeah, I also added an event to check "SpecificCollision". Will any character actually use it? I dunno, but it was easy to add so why not. An Example use would be Link's boomerang where he regrabs it. Basically, you're able to subscribe for checking specific objects for collisions and can use that info however you like.
___
Edit:
I'm also researching about networking subjects. Currently, it seems that it's possible to only need to send player inputs to eachother without desyncing. However, that requires the game to be deterministic across computers. I've been led to something called fixed point math, where you use integers to represent fractional numbers. It still comes off a bit complicated and confusing, but I think I'm getting there.
If fixed point is what I need, then I'll also have to research a bit about matrix math since I currently use matrices to store position and also do hierarchy stuff. I'm not sure how long that'll take.
If it goes well, a deterministic game allows recording gameplay too, at least, that's what people generally say. It also allows for "exact"? or high control over mechanics.., for example, movement.
I'm just in the research phase, and online isn't even a high priority, I'm just curious.