In response to Klogaum
Eles estão sendo sarcásticos. Não pense que metade das coisas ditas aqui são muito graves.
Sin sarcasmo, sólo seriedad.
Calm down. I'm calm
Porés sol lodisomão quéto pid agís moltraño a luz del cadró bione mas mor diótro?
In response to Kumorii
Kumorii Will it have multi-player mode? To relieve the server cpu would the instance open to open between 2 players? The client would download Hosts ... call, but what about the gates?

In response to Klogaum
It has multiplayer
In response to Zeex00
Zeex00 wrote:
It has multiplayer

It is multiplayer*
In response to Klogaum
Klogaum wrote:
Kumorii Will it have multi-player mode? To relieve the server cpu would the instance open to open between 2 players? The client would download Hosts ... call, but what about the gates?

Feed is being developed specifically for multiplayer. it can be played solo too but it's being made with a focus on multiplayer. it runs incredibly smooth, even with upwards of 9 active players on a map.
Will the dedicated instance use cpu ram and other client resources? The client host the "roon". To relieve the dedicated

in this roon, the dedicated is the owner of the roon http://1.bp.blogspot.com/_odJ0LTANHW4/TNxqPwPvCRI/ AAAAAAAAAPo/x9LZUnE5-CM/s1600/gunz3.jpg
The server is hosted by a master server,no player acts as a host
The dedicated only host the chat and the creation of room, you and your friends enter, who hosta is the owner of the room. It would be interesting to spend little on dedicated

Anyway the result would be the same, unless the client that hosted, is lag, there his room will be lag.

Spending on dedicated host would be virtually zero, it's a suggestion

https://www.youtube.com/watch?v=7IKEWwxTyK0

In main server a "Plaza" http://s.glbimg.com/po/tt/f/620x388/2013/06/19/gc2.jpg

Other Roon: https://www.youtube.com/watch?v=WZo3xikeb5k
These are some of the games I want to recreate here: Ragnarok and Grand Chase ... RO https://www.youtube.com/watch?v=pk0uyLi7F_M

Ragnarok is the most fake 3d. It's pure 2d
Walls removeds https://www.youtube.com/watch?v=I3NqI3H2PzQ

Kumori Your game has a lot of potential
print: https://is.gd/Odp6pP
In response to Klogaum
Klogaum wrote:
Kumori Your game has a lot of potential

Thank you. (:
All sorts of fancy stuff going on behind the scenes lately. (^8

No real great way to show this but I installed an app called 'Wallpaper Engine' off of Steam last night. I'm sure most of you know about it. It basically brings back the good ole days of "Active Desktop" but with killer support for Unreal Engine, 3D Scenes, Html, and... BYOND (WebClient) apparently. I managed to get a WebClient game up and running in minutes at full screen on my secondary monitor with sound. I'm sure someone else has already done this with BYOND but I haven't seen it yet.

Here's a screenshot but like I said, there's no real great way to convey this.



The webclient is basically integrated with my desktop so my icons can sit on top of the game. This is pointless when it comes to games but there are some opportunities here.

1. I doubt Wallpaper Engine has a great deal of multiplayer/multi-user wallpapers.
2. It would be a great way to showcase some of the BYOND dynamic/visual effects as screen savers and interactive effects.
3. Could make some killer multi-user apps.

One thing BYOND could do to make this experience more streamlined is to do away with the login/ads stuff. Not sure where BYOND is at with that long running request and if we have options to remove that now or not.

Caveat: The Wallpaper app doesn't consume keyboard events so you have to rely on mouse events if you require interaction.

Anyway, it's just a novelty distraction... for now.

In response to PopLava
How much CPU is that "wallpaper" using constantly and in the background while you're running other apps?
In response to Kaiochao
Kaiochao wrote:
How much CPU is that "wallpaper" using constantly and in the background while you're running other apps?

The game I have running is event driven so it seems to be running at 3-4%. The process is called webwallpaper32.exe but there are a few more of these processes bouncing around at 0-3% as well.

??? I killed the processes and restarted so it's not a cleanup issue. They run with this many processes for some reason.
// This is an implementation of the MT19937 algorithm, which produces 32 bit integers.

pif_Random/Mersenne32
var
const
// These constants and their names are specified by the MT19937 algorithm, so refer
// to it for details. Pairs of the form (x1,x2) indicate a single 32 bit in broken up
// into two groups. E.g., if x1 = 0xABCD and x2 = 0xEF01, then the original specification
// had a single 32 bit in x = 0xABCDEF01. That is, x1 will always be the more significant
// end, and x2 will be the least-significant one.
w = 32
n = 624
m = 397
r = 31

a1 = 0x9908
a2 = 0xB0DF

u = 11
// d1 = 0xFFFF (x & ((d1 << 16) | d2)) == x, so this step won't be performed.
// d2 = 0xFFFF

s = 7
b1 = 0x9D2C
b2 = 0x5680

t = 15
c1 = 0xEFC6
c2 = 0x0000

l = 18

f1 = 0x6C07
f2 = 0x8965

// lower_mask = (1 << r) - 1
lower_mask1 = 0x7FFF
lower_mask2 = 0xFFFF

// upper_mask = lowest w bits of ~( (lower_mask1 << 16) || lower_mask2)
upper_mask1 = 0x8000
upper_mask2 = 0x0000

index = n
list/MT // Stores the state of the PRNG.

pif_LongInt/Unsigned32/Int

New(...)
// Takes arguments in the pif_Arithmetic format. This argument is passed directly to
// the Int object, which will process it instead of this method.

MT = new
MT.len = 1248 // 2n = 2*624. We do this, because the array will store a pair of 16 bit integers that
// are combineod for the Int object to use.

// This macro will store the blocks of Integer in List at the positions specified. This allows us to pretend like
// we're dealing with a list of 624 elements, even though it's actually twice as long.
#define pRMT_Store(List, pos, b1, b2) List[(2*(pos))-1] = b1; List[2*(pos)] = b2;

Int = new(arglist(args))
Int.SetModeFlag(Int.NEW_OBJECT, 0) // Int will always modify itself, rather than create a new Unsigned32 object.

var
// Blocks of the previous element.
prev_block1 = Int._GetBlock(1) // Least significant.
prev_block2 = Int._GetBlock(2) // Most significant.

pRMT_Store(MT, 1, prev_block1, prev_block2)

// Now start filling up MT.
for(var/i = 2, i <= n, i ++)
// MT[i] := lowest w bits of (f * (MT[i-1] xor (MT[i-1] >> (w-2))) + i)
// Note that the description of the algorithm I'm using assuming indexing starts at 0, so we have to add
// i-1 to account for this.

Int.BitshiftRight(w - 2)
Int.BitwiseXor(prev_block2, prev_block1)
Int.Multiply(f1, f2)
Int.Add(i-1)

prev_block1 = Int._GetBlock(1)
prev_block2 = Int._GetBlock(2)

pRMT_Store(MT, i, prev_block1, prev_block2)

Oh yeah, I can hear the crowd going wild now. You're all super excited for this new library.
Getting closer to closed alpha testing!


Page: 1 2 3 ... 298 299 300 301 302 ... 349 350 351