Author Topic: 2012/09/12 - Steam Greenlight  (Read 445789 times)

Badspot, is it possible to make server-side physics, and make the physics more advanced?

No because the server only ticks 32 times per second.
I'm aware of that, but what I need to know from you is what happens when there's too much data to split. I was assuming raising the packet rate would allow more data throughput instead of the server selectively omitting information.

Has nothing to do with the master server.
Same difference, event scheduling is not controlled by the server tick rate

Same difference, event scheduling is not controlled by the server tick rate
Yes it does, it's rounded to the nearest tick.

An event scheduled for 60ms happens on the same tick as one for 55ms but the 55ms one is most likely processed first.

event scheduling is not controlled by the server tick rate
Yes it is, the server tick rate is why the smallest possible delay for relays is 33ms.

That would be a horrible idea. That would only give people the impression that blockland hates minecraft and that badspot intended it to be a clone of minecraft, or something like that. Minecraft is completely unrelated to blockland. Just because handicaps tend to bring it up randomly, it doesn't mean it needs a note like that in the description.
I never thought about this, my mistake its even a worse idea than I thought.

Yes it does, it's rounded to the nearest tick.

An event scheduled for 60ms happens on the same tick as one for 55ms but the 55ms one is most likely processed first.
This is why I thought that event scheduling could have smaller increments than 31.25ms
Well whatever, you guys are probably right

Quote from: Greenlight description

Badspot are you out of your mind?


"famous last words"
« Last Edit: September 30, 2012, 12:47:46 AM by Tonkka »



Garry has two r's in it for his name

I'm now waiting for:
"Blockland is a GMod clone"
just for that little response baddy did.


Badspot

  • Administrator
I'm aware of that, but what I need to know from you is what happens when there's too much data to split. I was assuming raising the packet rate would allow more data throughput instead of the server selectively omitting information.

If there is too much data to send in one packet the server will prioritize updates.  You will get updates for objects that are near you first, projectiles that are heading towards you are prioritized over ones that are heading away from you, etc.  It keeps track of how many times an object update is skipped and that factors into prioritization so you get an update for everything at least once in a while (this can manifest as seeing players move intermittently).  People in dialup mode are hitting the "not enough room in the packet" problem all the time and it works fine, so you shouldn't really need more bandwidth.

Note: currently there is a bug in Blockland where you receive player updates when you should be ghosting bricks.  It is possible that if there is a lot of player activity, brick ghosting will take a really long time or stop entirely.  I didn't really touch any code relevant to this directly, so the change is subtle and not an obvious fix.   

Badspot are you out of your mind?


"famous last words"
Well the experience is more like Garrys mod.