Island Demo

Post here your questions about the Unity / .Net / Mono / Windows 8 / Windows Phone 8 API for SFS2X

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appels
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Postby appels » 03 Nov 2010, 14:55

lol
Robbilie
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Postby Robbilie » 03 Nov 2010, 15:01

appels ur game is so lame xD

my sister asked me who made that shit xD

PS: i know that it isnt finished but u need much time to integrate soooo simple featurers...

what are u doing all the time? :P


i wait for the DEMO !!!!!!

*wantwantwantwant*

xD
appels
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Postby appels » 03 Nov 2010, 15:12

it realy doesn't matter if it's lame or not, the goal is not making a game itself.

oh and lots of sarcasme comes to mind but i'll refrain from posting
Robbilie
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Postby Robbilie » 03 Nov 2010, 15:19

for what is it than?
vooood
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Postby vooood » 04 Nov 2010, 08:04

ThomasLund wrote:I have hot coffee on the kettle. Feel free to drop in!! :-D


ooh how nice from you. :D

less coffee more demo? :P :P
Robbilie
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Postby Robbilie » 04 Nov 2010, 13:47

Right :P

Can u finish it till tomorro?

Would be amazing xD

Cause i only can work on my project on weekend ;)
Matroblend
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Postby Matroblend » 05 Nov 2010, 15:01

Will the new Demo be UnityPro 2.6 friendly?
Some learn by seeing others doing and some not at all.


3MOG (Mini Massive Multiplayer Online Game)
a small developers definition of MMOG
appels
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Postby appels » 06 Nov 2010, 03:02

i don't see why not, except for the policy validation process which isn't needed on 2.6
ThomasLund
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Postby ThomasLund » 06 Nov 2010, 08:45

Yeah - I am currently still making sure that the examples are all in Unity 2.6 format.

It requires Unity 3 users to be somewhat awake and know about the new webplayer security if they try to run the examples in a webplayer. But thats the price to pay I guess.

Maybe I could put in the 3.0 code and comment it out. Would make it nicer maybe.

Some time in the future after 1-2 point releases of Unity 3, then I'll switch fully to 3.0 on the examples.

/Thomas
Robbilie
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Postby Robbilie » 06 Nov 2010, 08:52

thomas ? :)
how much time do u need to finish the demo? :D
Matroblend
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Postby Matroblend » 06 Nov 2010, 20:58

ThomasLund wrote:Yeah - I am currently still making sure that the examples are all in Unity 2.6 format.

It requires Unity 3 users to be somewhat awake and know about the new webplayer security if they try to run the examples in a webplayer. But thats the price to pay I guess.

Maybe I could put in the 3.0 code and comment it out. Would make it nicer maybe.

Some time in the future after 1-2 point releases of Unity 3, then I'll switch fully to 3.0 on the examples.

/Thomas


That would be great, because if you upgrade from Unity 2.x to 3.x just comment the 2.x code and un-comment the the 3.x code.
Some learn by seeing others doing and some not at all.





3MOG (Mini Massive Multiplayer Online Game)

a small developers definition of MMOG
GRIM2594
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Joined: 07 Nov 2010, 23:16

Postby GRIM2594 » 07 Nov 2010, 23:25

I can't wait to see the new demo.


Has anyone got the Island Demo working for U3D and Smartfox V2 yet? I am having complications getting them up and working.
Leathel
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Joined: 09 Nov 2010, 14:24

Postby Leathel » 09 Nov 2010, 14:31

Will the new interpolation, and extrapolation pretty much takes care of the dead reckoning? Is the movement going through the server for checking?
ThomasLund
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Postby ThomasLund » 09 Nov 2010, 14:45

It is not a "press red button to create a FPS" tutorial.

But it has interpolation (if you want to use that), extrapolation (default for FPS), autoritative server model where all moves are send to server. The server has an empty "put your validation code here" method, so you can check for speed hacks or similar. But the example simply accepts all input.

It does _not_ have prediction on the client side and it does not send keyboard input to server. Each client will send the transform to the server. In a advanced case, you would send the keypresses, validate those, apply to server model and send an accept back to client. But thats out of scope for this tutorial.

/Thomas
Leathel
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Postby Leathel » 09 Nov 2010, 14:58

Gotcha, either or. Thought was some type of combo at first read.

Good to know the speed checks could be implemented. Could only hope a game needs to worry about it :)

Anyways, the dead reckoning is important to what option I choose, so can't wait to see how it turns out.

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