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Messages - ACagliano
Pages: 1 ... 8 9 [10] 11 12 ... 62
136
« on: October 12, 2013, 12:55:18 pm »
Well, how would the hash benefit us? Isn't the hash just basically being used to compress the data? And won't the calc have to undo the hash?
137
« on: October 12, 2013, 10:42:02 am »
ok. let's do that then. But still make the server maintain the hashes of all units. each calc only keeps its own up to date.
138
« on: October 12, 2013, 10:36:11 am »
The only type of hash I'm familiar with is an md5. Which is generally used for encryption of passwords on sites.
139
« on: October 12, 2013, 10:33:24 am »
im so confused. lol. what exactly would this hash be, with relation to the position of that unit?
140
« on: October 12, 2013, 09:48:53 am »
But what would the hash do? is it some sort of encoded numerical containing a relative position update to all objects?
141
« on: October 11, 2013, 11:04:15 pm »
So Sorunome, did you understand what Kerm was saying? I think I did, but im not sure.
Also, i had an idea... calculator control of the refresh rate. This is a number that controls how often we are refreshing the data from the server. I'm thinking a setting of 1-10, where 1 is 1 time per second and 10 is 10 times per second. This allows a user to have a setting that works best for their hardware.
Attached to this idea is the prospect of how the server would deal with a backlog of requests. If the server sees that it is becoming backlogged, it sends a broadcast message to all units connected, telling them to lower their refresh rate by 1. TI-83+ Basics would ignore this, but all other units would comply. This could then reduce the load on the server.
143
« on: October 09, 2013, 07:15:11 pm »
The icon for the program, and the game splash screen. enjoy!!
144
« on: October 09, 2013, 02:24:12 pm »
no, and yes. got it
145
« on: October 09, 2013, 01:22:44 pm »
Downloaded. Your program is telling me DCS is missing. I am clicking on it from inside DCS. lol
146
« on: October 08, 2013, 09:13:48 am »
but they dont do 16x16. thats what i need. for the program's icon.
147
« on: October 06, 2013, 07:07:55 pm »
Thanks.
Hey, does anyone know of any sprite editing tools, for the Mac or for the TI, that are capable of doing BOTH 8x8 and 16x16 sprites. Or at least one for each. I was told about Sir Crpwn's sprite editor, but it only does 8x8.
148
« on: September 28, 2013, 03:21:32 pm »
sorry for the double post, but this is a substantial update to my idea. Instead of having two separate databases, one for objects (ships and projectiles), and one for terrain, why not also make terrain an object? For instance, add an object of type Terrain, subtype nebula, with center point and radius data provided. Not only does this mean one database, and thus less server load, it also means the same routine to process and render it, and means that the server can randomly change the terrain  Fun fact: the total map size of Star Trek MP (playable area) is 7.922816251 x 10 ^28 cubic units.
149
« on: September 28, 2013, 10:30:49 am »
Send Deep Thought a PM. He handles the server privileges (I think). And we aren't down **that** often. lol. But we are toying with the idea of a paid VPS. So that may change.
150
« on: September 27, 2013, 09:10:36 pm »
Me and Sorunome are starting with the basics... initialization of the map and database, ability to select a world, open a new one, etc. When the very first player joins, the first world gets opened. The server admin can create and delete worlds. ClrHome will likely host this ( http://clrhome.org), so we will have that power. I am also working on list of packets that clients can send the hub... such as CreateObject, with Object type (ship, phaser, photon, base, etc), object size, object velocity, object direction all in the packet that the server would handle. DeleteObject (im in a bit of a pickle as to how to adequately delete the correct object  ) GiveMap, the server will respond with the area near you. If you can see a radius of 200, then you get 200 x 200 x 200. and so on.
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