tag:blogger.com,1999:blog-3064325214589649535.post5645486613125891299..comments2024-03-28T06:52:15.545+01:00Comments on Joost's Dev Blog: The importance of packet countJoost van Dongenhttp://www.blogger.com/profile/00569566310604620045noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-3064325214589649535.post-63684191568434356992014-09-11T15:21:10.692+02:002014-09-11T15:21:10.692+02:00Ah right that is a good point; if the router is do...Ah right that is a good point; if the router is doing it's job intelligently it should be providing that functionality without the Ronitech having to worry about those types of networking details.<br /><br />Thanks for the clarity; I may try and spin up a test at home to see how my router handles this.John Mickhttp://www.johnmick.netnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-58429720828240664602014-09-10T22:04:58.892+02:002014-09-10T22:04:58.892+02:00We don't have anything specifically for a LAN,...We don't have anything specifically for a LAN, but Awesomenauts does make direct connections between players. I don't know how routers handle this kind of situation but I sure hope that the average router recognises that a message is being sent to another computer on his own network and thus doesn't send the packet outside the building. We don't use relay servers or anything like that so Awesomenauts itself does not impose sending anything over long unneeded distances.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-27973665727569283252014-09-10T19:01:09.607+02:002014-09-10T19:01:09.607+02:00Yet another great post, love hearing about the cha...Yet another great post, love hearing about the challenges which arise in supporting this game and how they are being addressed.<br /><br />I've been curious about one detail in the Peer-to-Peer networking, considering a case where:<br /> - Some players are connecting to an online battle from within the same LAN, where perhaps direct communication on the LAN would be possible<br /> - Other players are not a part of the LAN and communication must occur via the Internet<br /><br />Does Awesomenauts initiate local peer-to-peer connections?<br /><br />A typical Awesomenaut session for me usually involves 2-3 PCs on a LAN connecting with other players on the Internet.<br />John Mickhttp://www.johnmick.netnoreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-51058714519717849922014-09-09T08:20:04.313+02:002014-09-09T08:20:04.313+02:00Ok, i will try box collision today, i think! Thank...Ok, i will try box collision today, i think! Thanks :)Anonymoushttps://www.blogger.com/profile/12596502779981817412noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-68189427075718379782014-09-08T22:21:55.012+02:002014-09-08T22:21:55.012+02:00You will probably need a bunch of raycasts per cha...You will probably need a bunch of raycasts per character in several directions, which would definitely be slower than a single box check.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-62928270987640069832014-09-08T20:51:03.606+02:002014-09-08T20:51:03.606+02:00I think that raycasts are for performance, but thi...I think that raycasts are for performance, but this could be wrong!<br />I also remember that in a official unity3d video, they said that in 2D you should use raycasts for more precision or so...<br />But i will implement both collision methods in my experimental "engine"! Propably they have talked about fast objects and the more i think about your question, the more i think you are right and raycasts are not that great for this type of collision!Anonymoushttps://www.blogger.com/profile/12596502779981817412noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-39746714620312483052014-09-08T19:53:06.355+02:002014-09-08T19:53:06.355+02:00Why would you want to use raycasts at all? Are the...Why would you want to use raycasts at all? Are these very fast-moving objects? Usually player collision is all about volumes in my experience.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-89010466856292428152014-09-08T19:46:49.988+02:002014-09-08T19:46:49.988+02:00Thanks for explaining :)
I think i will try to use...Thanks for explaining :)<br />I think i will try to use box-box collisions next time, maybe a mix of both box and raycasts!Anonymoushttps://www.blogger.com/profile/12596502779981817412noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-17720987027754969552014-09-08T18:28:04.155+02:002014-09-08T18:28:04.155+02:00Our main problem is the glass platforms: you can j...Our main problem is the glass platforms: you can jump down through those but can also stand on them, and you can jump up through them. Physically that concept is really weird and this shows in the code: there are all kinds of weird exceptions for them, especially for when they are also moving vertically.<br /><br />We don't use raycasts for collision handling by the way: practically everything is box-box collision with AABBs.Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-44306502510152642132014-09-08T15:54:02.098+02:002014-09-08T15:54:02.098+02:00It is good to see, that im not the only one who ha...It is good to see, that im not the only one who has little problems with collision detection :) In 2D i mostly use raycasts, but as you say the code gets often messy!Anonymoushttps://www.blogger.com/profile/12596502779981817412noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-37977049998389520822014-09-07T22:56:36.867+02:002014-09-07T22:56:36.867+02:00Some people have asked for that before but I am re...Some people have asked for that before but I am reluctant to write about that because I am not quite happy with our collision handling code in Awesomenauts. It is filled with difficult-to-understand exceptions and such... Which is extra embarrassing because it seems like such a simple topic!Joost van Dongenhttps://www.blogger.com/profile/00569566310604620045noreply@blogger.comtag:blogger.com,1999:blog-3064325214589649535.post-59705646050091632002014-09-07T16:38:36.915+02:002014-09-07T16:38:36.915+02:00Awesome blog and thanks for sharing your knowledge...Awesome blog and thanks for sharing your knowledge and thoughts!<br />I would love to read a post about 2d collision in your games :)<br />Thanks<br />LukasAnonymoushttps://www.blogger.com/profile/12596502779981817412noreply@blogger.com