Erode online

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KaseoDip
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Re: Erode online

Postby KaseoDip » Thu Apr 13, 2017 12:04 am

Yamaha285 wrote:Image

I can only imagine :shock:
Also, I feel that something would have to be done with how this game handles ruts. Small ruts in this game do not work very well.
Image

jlv
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Re: Erode online

Postby jlv » Thu Apr 13, 2017 2:08 am

Ddavis wrote:I think you'd need a limit on track deformation, because if it just continued to get worse it would become unplayable for the physics of the game.

That could be a problem, although erode_max_slope will at least keep it from making any walls.

Yamaha285 wrote:Not promoting any other games but mx bikes erode online works great and it works with late arrival players as well. What would be different here compared to that game?

https://gyazo.com/db8d731b83e1b362efa7a80cbefd446a

Could just be me being too cheap with the bandwidth. I haven't tried the terrain deformation in MX Bikes, but if it just leaves a rut behind the bike it's quite a bit simpler than what erode does.

I was re-reading my erode code the other day and did notice a couple of things that could be compressed fairly easily. Might not need as elaborate of a compression scheme as I was initially planning on.
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M@xTizZz
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Re: Erode online

Postby M@xTizZz » Thu Apr 13, 2017 2:11 am

jlv wrote:
Ddavis wrote:I think you'd need a limit on track deformation, because if it just continued to get worse it would become unplayable for the physics of the game.

That could be a problem, although erode_max_slope will at least keep it from making any walls.

Yamaha285 wrote:Not promoting any other games but mx bikes erode online works great and it works with late arrival players as well. What would be different here compared to that game?

https://gyazo.com/db8d731b83e1b362efa7a80cbefd446a

Could just be me being too cheap with the bandwidth. I haven't tried the terrain deformation in MX Bikes, but if it just leaves a rut behind the bike it's quite a bit simpler than what erode does.

I was re-reading my erode code the other day and did notice a couple of things that could be compressed fairly easily. Might not need as elaborate of a compression scheme as I was initially planning on.


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Squidmob567
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Re: Erode online

Postby Squidmob567 » Thu Apr 13, 2017 7:34 pm

Image
Image

KaseoDip
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Re: Erode online

Postby KaseoDip » Thu Apr 13, 2017 7:36 pm

Squidmob567 wrote:Image
Image

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Yamaha285
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Re: Erode online

Postby Yamaha285 » Fri Apr 14, 2017 11:56 pm

KaseoDip wrote:
Yamaha285 wrote:Image

I can only imagine :shock:
Also, I feel that something would have to be done with how this game handles ruts. Small ruts in this game do not work very well.


The ruts are smaller in mx bikes then the erode on sim. But it also depends on the scale as well. I think my server is set to 1.5 or 2.5 which would be to much for 40 guys but only a few of us play it. And of course each tracks tile info is different so budds creek did not erode as fast as the Stewart compound did. 2.5 at Stewart's house was just deep after a 30 minute practice. Piboso's physics are more like in between simulation and arcade right now so it handles the ruts well with the right set up.

jlv wrote:
Ddavis wrote:I think you'd need a limit on track deformation, because if it just continued to get worse it would become unplayable for the physics of the game.

That could be a problem, although erode_max_slope will at least keep it from making any walls.

Yamaha285 wrote:Not promoting any other games but mx bikes erode online works great and it works with late arrival players as well. What would be different here compared to that game?

https://gyazo.com/db8d731b83e1b362efa7a80cbefd446a

Could just be me being too cheap with the bandwidth. I haven't tried the terrain deformation in MX Bikes, but if it just leaves a rut behind the bike it's quite a bit simpler than what erode does.

I was re-reading my erode code the other day and did notice a couple of things that could be compressed fairly easily. Might not need as elaborate of a compression scheme as I was initially planning on.


Well it sounds like it may be promising. Hopefully it works out to where its not to much of a headache to do.
Image

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Yamaha285
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Re: Erode online

Postby Yamaha285 » Sat Apr 15, 2017 12:18 am

Just a few for the road. I wont spam the post anymore. Just wanted to show the differences

Image

Image

Image
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minimath4
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Re: Erode online

Postby minimath4 » Thu May 18, 2017 12:58 pm

No news ?

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Re: Erode online

Postby jlv » Fri May 19, 2017 1:17 am

Nothing so far.
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ROSE822
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Re: Erode online

Postby ROSE822 » Tue Jul 18, 2017 8:15 pm

jlv wrote:Nothing so far.



Any News?
Image

ColtHans
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Re: Erode online

Postby ColtHans » Tue Jul 18, 2017 9:23 pm

Rayvenator wrote:
checkerz wrote:
jlv wrote:It can definitely be done. It'll still be fairly slow since the track modifications require a lot of stuff to be recalculated that would otherwise be pre-computed, but as slow computers become a smaller and smaller minority that becomes less of an issue.


When can we go this direction?


Yeah at some point we have to start raising the bar on what computer is expected out of a player. We cant always dismiss mechanics because of slower computers wont run it, or we´ll get nowhere.

yeah well...some people cant afford $1500 computers.
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ROSE822
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Re: Erode online

Postby ROSE822 » Tue Jul 18, 2017 9:33 pm

ColtHans wrote:
Rayvenator wrote:
checkerz wrote:
When can we go this direction?


Yeah at some point we have to start raising the bar on what computer is expected out of a player. We cant always dismiss mechanics because of slower computers wont run it, or we´ll get nowhere.

yeah well...some people cant afford $1500 computers.


Some people should go to work then
Image

ColtHans
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Re: Erode online

Postby ColtHans » Tue Jul 18, 2017 9:43 pm

ROSE822 wrote:
ColtHans wrote:
Rayvenator wrote:
Yeah at some point we have to start raising the bar on what computer is expected out of a player. We cant always dismiss mechanics because of slower computers wont run it, or we´ll get nowhere.

yeah well...some people cant afford $1500 computers.


Some people should go to work then
some people are 12
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CHECK OUT MY YOUTUBE
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jlv
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Re: Erode online

Postby jlv » Wed Jul 19, 2017 1:33 am

ROSE822 wrote:Any News?

Just got basic erode working online today. I have some more work to do to make demos record the erosion. Should have a new snapshot ready for testing soon.
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yzmxer608
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Re: Erode online

Postby yzmxer608 » Wed Jul 19, 2017 1:58 am

Image
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.


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