larrry
Joined 1 year ago
Joined 1 year ago
I also find it helpful to avoid labeling art as “bad” and instead say “I do not yet understand this work, but someday I might”. I didn’t get that Winogrand book at first, had I written it off I would have missed out. I still don’t get Cy Twombly, but I hope to figure his paintings out someday.
The more art you look at, the better you get at looking at art!
Genuinely puzzling for sure
If Öoo is rated T, should games staring Donald Duck be rated 18+ because he doesn’t wear pants and would be showing his crotch to children?
[1]: https://www.nintendo.com/en-ca/store/products/ooo-switch/
[2]: https://www.nintendo.com/us/store/products/the-legend-of-zel...
Maybe Unity or Godot also offer this benefit? If so then Mac gaming could become much better supported, at least from indies!
Perhaps not a common perspective (especially among NYC residents, city life offers a very different tradeoff), but just wanted to share that a real person does wish to be a “farmer” of sorts.
Orientations are so confusing, I thought the parent was describing regular too
I would see rare bursts of packet delay for ~1 second, that would quickly resolve. In a rollback game where inputs are predicted well, often times this would be unnoticeable.
I send up to 2s worth of input history every frame to handle these lag spikes. I also confirm inputs received, so in practice usually players are only sending a handful of recent unconfirmed inputs (with the 2s buffer available if unconfirmed inputs pile up due to lag).
My guess is their 2s window is for similar reasons, as buffer for rare connection issues. Even if lag spikes are incredibly rare, they need to be handled for a reliable player experience
I am working on a game myself, maybe I should reach out to see if it’s something Panic might be interested in publishing…
My multiplayer arena game rounds reasonably-sized floats and compares them in the presentation layer, but uses fixed point integer math in the core rollback simulation
(I believe JS is a similar story, its number can be either int or float with no way to guarantee integer-only math. I never needed to consider the difference outside of currency for webdev, so I’m less sure)
I wanted absolute certainty that the rollback netcode would result in identical simulations on any platform, and integer math provides that. With set of wrapper functions and look up tables for trig it’s not that much worse than using regular floats
I am still uncertain if I actually would have been fine with floats, being diligent to round frequently and staying within true integer representable range… but now at least I’m far less afraid of game desyncs and it wasn’t that much work
Cross platform, cross USA games have been stable and fun to play, no fixed point complaints here