Search found 41 matches

by Sylvester_Ink
12 Jun 2015, 04:27
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

As is Rebirth. I've had the source code for Rebirth since I installed it (source-based distro), and I just cloned Drakona's Retro repository on Github, so I have all that covered.
by Sylvester_Ink
11 Jun 2015, 05:50
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

The one thing to worry about is packet loss. That will always cause more trouble than lag. A game where pings range from 120 to 200 but clean is at least predicable. A game where pings are 20 to 60 but dropping packets? no way. I know a bit about networks, but I'm curious about what type of connect...
by Sylvester_Ink
10 Jun 2015, 03:12
Forum: Developer Q&A
Topic: Compile for linux
Replies: 8
Views: 1949

Re: Compile for linux

I was under the impression that the UE3/UDK engine works okay in Wine , albeit with a few pitfalls related to DirectX - but generally does just fine, but I may have to recheck my sources to be sure. :mrgreen: Yeah. No. Wine was the old days, when we got the table scraps of Windows. Nowadays, there ...
by Sylvester_Ink
09 Jun 2015, 02:46
Forum: Developer Q&A
Topic: Compile for linux
Replies: 8
Views: 1949

Re: Compile for linux

From what I gather, Proving Grounds will be Windows-only, as there's no Linux support in UE3 (which is what PG is made in). However, the final SolC release will be using UE4, and the devs have stated they'll likely support Linux at that point. So don't worry, us Linux folks will get our Descent acti...
by Sylvester_Ink
09 Jun 2015, 02:41
Forum: Sol Contingency General Discussion
Topic: Native Oculus Rift support for Sol Contingency?
Replies: 87
Views: 12933

Re: Native Oculus Rift support for Sol Contingency?

To be quite honest, VR only works in a certain type of game. Space/flight/car sims work fine, but I could never see a fast-paced, Descent-style game working with VR. It may have limited turning rates in comparison to something like Quake, but it's still fast enough that it would be disorienting to j...
by Sylvester_Ink
06 Jun 2015, 20:21
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

I'm pretty sure it'll be one of the gametypes to play in, with a larger list for spectating - but how spectators would affect lag is unknown, since your not really in the game. I'm pretty certain that if you want all the best benefits of p2p multiplayer, a spectator mode that doesn't have any impac...
by Sylvester_Ink
06 Jun 2015, 08:35
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

Lag only matters if there is enough of it to have a noticeable detrimental effect on gameplay. With a small enough difference, players adapt to it without thinking, just as you do in Retro using a p2p connection. (Which, no matter how good your connection is, will still have a lot more latency than ...
by Sylvester_Ink
05 Jun 2015, 05:36
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

That's not how it works. In fact, it's somewhat the opposite. When you add together the travel time of shots plus ping, and compare those to human reaction plus ship responsiveness, if A < B the shots will hit and if B < A the player can dodge. That means that even a ping of 20 ms is noticeable, be...
by Sylvester_Ink
04 Jun 2015, 06:13
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

2 players with good connections will always have a better game using a server than using p2p. Granted there will be a very slight advantage to the player with lower ping, but in a spammy game like Descent, the advantage is generally negligible Ping advantage is very noticeable. In D3, every 10ms pi...
by Sylvester_Ink
03 Jun 2015, 07:40
Forum: Developer Q&A
Topic: Game Design! ? (◄ █ ►)
Replies: 114
Views: 15271

Re: Game Design! ? (◄ █ ►)

Drakona made a good point in one of her posts about peer-to-peer gameplay being the most ideal for competitive play. It tends to be fair, since the players share the connection quality with each other. However, the further the distance between the two players, the more ideal a centralized server bec...