Search found 96 matches
- Mon Jul 26, 2021 5:48 pm
- Forum: Support and Development
- Topic: Sliding Pixel Collision?
- Replies: 10
- Views: 12917
Re: Sliding Pixel Collision?
I don't think that approach will work either because I need the player to slide on terrain in the direction they are moving. Also I would rather find a way without precomputing everything if possible. I guess what I really need, is some kind of math that determines a movement direction upon collisio...
- Mon Jul 26, 2021 5:05 pm
- Forum: Support and Development
- Topic: Sliding Pixel Collision?
- Replies: 10
- Views: 12917
Re: Sliding Pixel Collision?
Actually I was just thinking that. Trying to work something out right now
- Mon Jul 26, 2021 4:26 pm
- Forum: Support and Development
- Topic: Sliding Pixel Collision?
- Replies: 10
- Views: 12917
Re: Sliding Pixel Collision?
Sorry, maybe I should have specified the perspective is top-down.
I have tried to think of something but I can't find any way this would map directly to a top-down map but I could easily be wrong.
I have tried to think of something but I can't find any way this would map directly to a top-down map but I could easily be wrong.
- Mon Jul 26, 2021 6:32 am
- Forum: Support and Development
- Topic: Sliding Pixel Collision?
- Replies: 10
- Views: 12917
Sliding Pixel Collision?
Hey guys. I am putting the finishing touches on my games terrain collision system and I need some help. Here is the situation: Imagine a bunch of players with an x, y and direction running around a map. The map consists of a texture holding terrain pixels. For collision detection, I am using the pla...
- Sat May 29, 2021 7:24 pm
- Forum: Support and Development
- Topic: I need to split up a table
- Replies: 8
- Views: 8974
Re: I need to split up a table
+1 For enet. Alot of the information you are sending seems crucial so you wouldn't want to fragment and drop random pieces of data (which will happen with udp packets)
- Fri Apr 23, 2021 11:34 am
- Forum: Support and Development
- Topic: FFI: How to store a tcp client object in a more efficient way?
- Replies: 10
- Views: 9436
Re: FFI: How to store a tcp client object in a more efficient way?
well I didn't know that. And ty sir wish me luck I will accomplish my goal somehow.
- Thu Apr 22, 2021 11:22 pm
- Forum: Support and Development
- Topic: FFI: How to store a tcp client object in a more efficient way?
- Replies: 10
- Views: 9436
Re: FFI: How to store a tcp client object in a more efficient way?
Shoot for the stars, land on the moon. I send updates every 100ms (max of 512 bytes (header included)), that is a maximum of 5120 a second, Plus other tcp updates that will be sent lets say 6000 a second. 6000 a second for 10 million clients is 60 Gbps. AWS supports instances up to 100 Gbps. CPU wis...
- Thu Apr 22, 2021 8:44 am
- Forum: Support and Development
- Topic: FFI: How to store a tcp client object in a more efficient way?
- Replies: 10
- Views: 9436
Re: FFI: How to store a tcp client object in a more efficient way?
You know what I just realized that I was using zbstudio to prototype my script for creating client connections and completely forgot that it was running an older version of luajit lol
- Thu Apr 22, 2021 8:42 am
- Forum: Support and Development
- Topic: FFI: How to store a tcp client object in a more efficient way?
- Replies: 10
- Views: 9436
Re: FFI: How to store a tcp client object in a more efficient way?
I mean i can get up to 500,000 tcp clients max which is far, far below what I was expecting ( I am shooting for 100,000,000 clients max which is way overkill) but I am expecting at least a few million max.
Wait I am using LuaJit 2.1 already... What
Wait I am using LuaJit 2.1 already... What
- Wed Apr 21, 2021 2:40 am
- Forum: Support and Development
- Topic: FFI: How to store a tcp client object in a more efficient way?
- Replies: 10
- Views: 9436
Re: FFI: How to store a tcp client object in a more efficient way?
I am trying to make a socket-based server that can handle alot of clients. My concern is that the lua memory limit will not be enough in a 'worst case' scenario. It seems like I have kind of hit a wall here. I did some researching and it seems like I can set up my own socket lib in c, so I might jus...