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Oct 14, 2016 at 8:52 history tweeted twitter.com/StackGameDev/status/786852140513914880
Oct 14, 2016 at 3:45 comment added CLo @CoreyIles Sorry for the misunderstanding. There are a lot of misused game-design tags and I've been trying to fix those and find appropriate retags. What I understood from a quick pass of the question was more about culling a view space, that's why I suggested graphics.
Oct 13, 2016 at 21:56 comment added Corey Iles Well, replacing it with the [graphics-programming] tag is 20 times worse than removing it. I'd still like this to be answered.
Oct 13, 2016 at 20:55 history edited Jesse Dorsey
edited tags
Oct 13, 2016 at 20:55 comment added Jesse Dorsey @CoreyIles The [game-design] tag is for QA around the creation and balancing of systems and mechanics. Not directly programming. I do agree that this isn't related to graphics-programming though.
Oct 13, 2016 at 20:54 history rollback Jesse Dorsey
Rollback to Revision 2
Oct 13, 2016 at 20:50 history edited Corey Iles
Change tag back, mine was correct.
Oct 13, 2016 at 20:50 comment added Corey Iles @Chris: This is not a graphics programming question. My system has absolutely nothing to do with graphics. In fact, graphics don't need to be considered at all!
S Oct 12, 2016 at 19:11 history suggested CLo
Replaced Game-Design with graphics-programming
Oct 12, 2016 at 17:46 review Suggested edits
S Oct 12, 2016 at 19:11
Sep 12, 2015 at 18:39 comment added Corey Iles No, I don't think you are understanding my point. The objects are completely handled only by the server. The server tells the players the object position when the player is in the objects range, the server then completely removes the object from the player when the player moves out of range. That is repeated every time the player moves in and out of range of each object. It is nothing like what you were saying.
Sep 12, 2015 at 17:35 comment added Sean Middleditch I understand this is an online game and I think you're entirely missing my point, but comments aren't a good fit for extended conversation. Good luck with your game. :)
Sep 11, 2015 at 21:47 comment added Corey Iles No, this isn't a minecraft-like game where the clients stream their own objects client-sidedly. All objects are handled by the server and each object's position is sent in packets to the clients.
Sep 10, 2015 at 20:26 comment added Sean Middleditch Lag is irrelevant, as is the server being authoritative. If the server is generating a terrain from integer seed S and chunk location X,Y then the client can generate the exact same terrain from the exact same S, X, and Y. Thus all you need to stream are those three numbers. Obviously that only works if the terrain is not (highly) mutable after generation; you should clarify in your question what your actual constraints and needs are for this terrain.
Sep 10, 2015 at 11:39 comment added Corey Iles Well I can't let the client stream them, everything needs to be server-sided. The clients lag is on their own hands (they won't lag unless they have a VERY bad set of specs).
Sep 9, 2015 at 1:44 comment added Sean Middleditch Are the cubes modifiable? If not, can you just stream down the seed and let the client recreate the terrain?
Sep 9, 2015 at 0:57 review First posts
Sep 9, 2015 at 3:14
Sep 9, 2015 at 0:55 history asked Corey Iles CC BY-SA 3.0