Forums WoW Modding Support Archives TrinityCore Discord Archives [DiscordArchive] Also this is for RTS games right?

[DiscordArchive] Also this is for RTS games right?

[DiscordArchive] Also this is for RTS games right?

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rektbyfaith
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04-02-2024, 06:24 PM
#1
Archived author: Balthazar • Posted: 2024-04-02T18:24:22.779000+00:00
Original source

Also this is for RTS games right?
rektbyfaith
04-02-2024, 06:24 PM #1

Archived author: Balthazar • Posted: 2024-04-02T18:24:22.779000+00:00
Original source

Also this is for RTS games right?

rektbyfaith
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04-02-2024, 06:24 PM
#2
Archived author: Kakukkokkal • Posted: 2024-04-02T18:24:49.848000+00:00
Original source

Not necessarily.
rektbyfaith
04-02-2024, 06:24 PM #2

Archived author: Kakukkokkal • Posted: 2024-04-02T18:24:49.848000+00:00
Original source

Not necessarily.

rektbyfaith
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04-02-2024, 06:41 PM
#3
Archived author: Balthazar • Posted: 2024-04-02T18:41:26.149000+00:00
Original source

Uhm regarding hacking it seems the server does some checks to see that the client/servers clocks don't differ that much. And I guess for movement the clients sends its direction/speed/current position/client time when a movement key is pressed to the server -> server converts client time to server time as best as it can -> and I GUESS then that the client of another player, when it receives that packet. Will also check the time it took from the server to that client. And interpolate/render the character then in the right place. Making sure that the game looks ok when people with differnt pings play together while not having to send a position packet 60x per second from the client (like FPS games).
[Image: image.png?ex=690c4316&is=690af196&hm=de6...a5233f622&]
rektbyfaith
04-02-2024, 06:41 PM #3

Archived author: Balthazar • Posted: 2024-04-02T18:41:26.149000+00:00
Original source

Uhm regarding hacking it seems the server does some checks to see that the client/servers clocks don't differ that much. And I guess for movement the clients sends its direction/speed/current position/client time when a movement key is pressed to the server -> server converts client time to server time as best as it can -> and I GUESS then that the client of another player, when it receives that packet. Will also check the time it took from the server to that client. And interpolate/render the character then in the right place. Making sure that the game looks ok when people with differnt pings play together while not having to send a position packet 60x per second from the client (like FPS games).
[Image: image.png?ex=690c4316&is=690af196&hm=de6...a5233f622&]

rektbyfaith
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04-02-2024, 06:42 PM
#4
Archived author: Tea • Posted: 2024-04-02T18:42:15.450000+00:00
Original source

wow client sends a movement packet on every direction change, and every 500ms if moving in the same direction
rektbyfaith
04-02-2024, 06:42 PM #4

Archived author: Tea • Posted: 2024-04-02T18:42:15.450000+00:00
Original source

wow client sends a movement packet on every direction change, and every 500ms if moving in the same direction

rektbyfaith
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04-02-2024, 06:43 PM
#5
Archived author: Balthazar • Posted: 2024-04-02T18:43:32.433000+00:00
Original source

Thanks!
rektbyfaith
04-02-2024, 06:43 PM #5

Archived author: Balthazar • Posted: 2024-04-02T18:43:32.433000+00:00
Original source

Thanks!

rektbyfaith
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04-02-2024, 06:44 PM
#6
Archived author: Balthazar • Posted: 2024-04-02T18:44:00.772000+00:00
Original source

Just trying to figure out how the movements are kept in sync when only packets are send on direction change (and every 500ms apparently)
rektbyfaith
04-02-2024, 06:44 PM #6

Archived author: Balthazar • Posted: 2024-04-02T18:44:00.772000+00:00
Original source

Just trying to figure out how the movements are kept in sync when only packets are send on direction change (and every 500ms apparently)

rektbyfaith
Administrator
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04-02-2024, 06:44 PM
#7
Archived author: Balthazar • Posted: 2024-04-02T18:44:28.680000+00:00
Original source

I am only familiar with the "send 60x position packets per second from client to server" approach
rektbyfaith
04-02-2024, 06:44 PM #7

Archived author: Balthazar • Posted: 2024-04-02T18:44:28.680000+00:00
Original source

I am only familiar with the "send 60x position packets per second from client to server" approach

rektbyfaith
Administrator
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04-02-2024, 06:45 PM
#8
Archived author: Tea • Posted: 2024-04-02T18:45:25.061000+00:00
Original source

movement packets contain not only position but also flags that determine movement direction (forward/backward/strafe)
rektbyfaith
04-02-2024, 06:45 PM #8

Archived author: Tea • Posted: 2024-04-02T18:45:25.061000+00:00
Original source

movement packets contain not only position but also flags that determine movement direction (forward/backward/strafe)

rektbyfaith
Administrator
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04-02-2024, 06:45 PM
#9
Archived author: Tea • Posted: 2024-04-02T18:45:43.159000+00:00
Original source

then all other clients just simulate it by themselves
rektbyfaith
04-02-2024, 06:45 PM #9

Archived author: Tea • Posted: 2024-04-02T18:45:43.159000+00:00
Original source

then all other clients just simulate it by themselves

rektbyfaith
Administrator
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04-02-2024, 06:49 PM
#10
Archived author: Balthazar • Posted: 2024-04-02T18:49:01.611000+00:00
Original source

And why is time used?
rektbyfaith
04-02-2024, 06:49 PM #10

Archived author: Balthazar • Posted: 2024-04-02T18:49:01.611000+00:00
Original source

And why is time used?

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