Search found 96 matches

by kicknbritt
Mon Jul 26, 2021 5:48 pm
Forum: Support and Development
Topic: Sliding Pixel Collision?
Replies: 10
Views: 12343

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...
by kicknbritt
Mon Jul 26, 2021 5:05 pm
Forum: Support and Development
Topic: Sliding Pixel Collision?
Replies: 10
Views: 12343

Re: Sliding Pixel Collision?

Actually I was just thinking that. Trying to work something out right now
by kicknbritt
Mon Jul 26, 2021 4:26 pm
Forum: Support and Development
Topic: Sliding Pixel Collision?
Replies: 10
Views: 12343

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.
by kicknbritt
Mon Jul 26, 2021 6:32 am
Forum: Support and Development
Topic: Sliding Pixel Collision?
Replies: 10
Views: 12343

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...
by kicknbritt
Sat May 29, 2021 7:24 pm
Forum: Support and Development
Topic: I need to split up a table
Replies: 8
Views: 8627

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)
by kicknbritt
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: 8976

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.
by kicknbritt
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: 8976

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...
by kicknbritt
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: 8976

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
by kicknbritt
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: 8976

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
by kicknbritt
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: 8976

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...