[gameprogrammer] Re: 2D Collision [&c...]
- From: Scott Harper <lareon@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 5 Mar 2007 21:21:58 -0700
On Mar 5, 2007, at 7:51 PM, Alan Wolfe wrote:
totally good discussion goin on here, im curious too (:
the lag spikes i'm talking about are CPU or GPU related. My game
designer is way into skill jumps so that was a problem (i hate em
myself too hehe) so just the general small variations between frame
times would make the tiniest bit of difference and made skill jumps
impossible.
That's rough. My philosophy in game design would be that the game
should be playable and beatable by the novice, average schmoe-on-the-
block gamer, and for HARDCORE gamers, you make crazy secrets and
extras, telling either side stories or longer stories. Also you can
have hard-mode settings for those who really want to challenge
themselves. What of others? What do others think about game
difficulty philosophies?
I think seperating the logic and drawing into 2 seperate threads could
work, i'd just want to make sure and mutex them so objects wouldn't be
moved while being drawn.
Quite. Unfortunately, I'm not entirely sure how mutexes work... For
instance, does one create a mutex for each object that may access it,
or do they work simply in that you call the same mutex to get/change
each object so that when one thread tries to lock a mutex which is
already locked, it cannot do so and must be forced to wait?
I wonder how a timer would hold up to get the best of both worlds?
How you mean the best of both worlds? Do you mean to run everything
on the same thread and just lock the logic down to a fixed time
interval?
I was thinking that another possible solution would be to run the
game at full speed (no waiting or threads) and that if something lags
make it so that the maximum time between frames is something like 0.1
seconds, or 0.015 seconds or something. In other words, if the time
lapse is longer than the maximum, change it to the maximum, and the
game just runs slower, but it's still playable (assuming your machine
isn't TOO much slower than intended) and you won't experience any
strange teleporting through walls or enemies issues. ^_^
-- Scott
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- References:
- [gameprogrammer] 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Alan Wolfe
- [gameprogrammer] Re: 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Alan Wolfe
- [gameprogrammer] Re: 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Alan Wolfe
Other related posts:
- » [gameprogrammer] Re: 2D Collision [&c...]
totally good discussion goin on here, im curious too (: the lag spikes i'm talking about are CPU or GPU related. My game designer is way into skill jumps so that was a problem (i hate em myself too hehe) so just the general small variations between frame times would make the tiniest bit of difference and made skill jumps impossible.
I think seperating the logic and drawing into 2 seperate threads could work, i'd just want to make sure and mutex them so objects wouldn't be moved while being drawn.
I wonder how a timer would hold up to get the best of both worlds?
- [gameprogrammer] 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Alan Wolfe
- [gameprogrammer] Re: 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Alan Wolfe
- [gameprogrammer] Re: 2D Collision
- From: Scott Harper
- [gameprogrammer] Re: 2D Collision
- From: Alan Wolfe