Time |
Nick |
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01:22 |
MTDiscord |
<exe_virus> Yes I mean prediction, and no a path syntax won't be a good long term solution. We want to be an engine and so we should support arbitrary physics in my mind. That could be 4 wheel vehicles, air planes, gravity vectors that are points rather than directions, bouncing affects, water effects, etc. At the end of the day, 100ms delays for physics just ruins the experience of most games online, so if the client can't predict it, you get |
01:22 |
MTDiscord |
jank. |
01:24 |
erle |
exe_virus what exactly is the problem with a path syntax long-term? |
01:25 |
erle |
i mean it could even be used to reduce network traffic if done right |
01:48 |
Pexin |
mobile gravity sources |
01:48 |
Pexin |
yikes |
03:28 |
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04:49 |
hahawang |
Hi, I want to contribute to the minetest development wiki. But it seems that it requries me to sign up for an account to edit the page. How to do that? Thank you very much. |
05:54 |
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10:03 |
sfan5 |
https://forum.minetest.net/viewtopic.php?f=3&t=10473 |
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12:05 |
MTDiscord |
<exe_virus> Erle: you can't know ahead of time a lot of interactions, because the ones we most care about are user interactions.... Then, there is the fact that you have to do continuous, extra processing for all entities to calculate their path 1-2 seconds ahead, every frame. And then you have to keep track of what you previously sent, and send the difference, or just send the whole chain, which costs more network, not less. |
12:53 |
hahawang |
sfan5: |
12:53 |
hahawang |
sfan5: Thank you. |
13:40 |
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