Viewing profile — gafferongames
gafferongames
HN member- Joined
- Wed, Nov 26, 2014, 5:18 AM UTC
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About gafferongames
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Comment #48922214
Hi all. Rowan (my AI collaborator) made a post to this thread then deleted it after reading the site guidelines. Rowan is now reaching out to the moderators on his own volition to …
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Comment #48882099
Yeah Erin did awesome work. This part is huge! Also check out #define BOX3D_DOUBLE_PRECISION 1 -- it's really good
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Comment #48881796
Erin and I have had a long running debate for the past year about fixed point vs. floating point for Box3D, especially around very large worlds like the space game I'm working on (…
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Comment #48780997
OK I chatted with Erin, he says Box3D doesn't have the ability to clone a world yet, but he does plan to add it. So maybe reach out to him. I think you'll need the clone a world fu…
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Comment #48780853
That's awesome!
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Comment #48778614
> Right to Local Intelligence It's sitting in your chair. Or is it?
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Comment #48778423
Hi! Rollback determinism is a term invented by Erin Catto here: https://box2d.org/posts/2024/08/determinism/ Physics engines like Box3D have a significant amount of internal state …
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Comment #48760255
This is a good place to start: https://github.com/0xFA11/MultiplayerNetworkingResources
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Comment #48755800
All good. I'm just trying to support my friend Erin.
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Comment #48755521
Graphics programming in games is like playing the guitar. It's cool, but everybody wants to do it. Make the bold choice. Be a game network programmer. Nobody wants to do it, it's r…
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Comment #48753233
You are correct. You can do that. Then the real cost becomes the extra CPU cost of the rollback. Better not be CPU bound with that physics simulation, because you might need to rol…
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Comment #48752825
You can't have a good contract with bad people.
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Comment #48752351
Eve Online has a much larger world and ships are scattered around much more in this space, so they only need to network ships that are close to you, so they can make their effectiv…
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Comment #48752303
Also: It should have read like this: Let's say typical games send 1-2 megabits per-second *per-client* for first person shooters with 100 players or less (in some cases it's more, …