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gafferongames
searching PlanetScale…
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31.
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Nova. A seed for growing an AI collaborator. The pattern, not the person
(github.com)
3 points
by
gafferongames
3mo ago
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1 comments
32.
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by
gafferongames
3mo ago
Yeah Erin did awesome work. This part is huge! Also check out #define BOX3D_DOUBLE_PRECISION 1 -- it's really good
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by
gafferongames
3mo ago
Erin and I have had a long running debate for the past year about fixed point vs. floating point for Box3D, especially around very large worlds like the space game I'm working on ( https://spacegame.dev ) which uses Box3D. Er
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Fixed3D, a fixed point conversion of Box3D (box2d.org)
(github.com)
4 points
by
gafferongames
3mo ago
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4 comments
35.
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by
gafferongames
3mo ago
OK I chatted with Erin, he says Box3D doesn't have the ability to clone a world yet, but he does plan to add it. So maybe reach out to him. I think you'll need the clone a world functionality to do the rollback properly GGPO style
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by
gafferongames
3mo ago
That's awesome!
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by
gafferongames
3mo ago
> Right to Local Intelligence It's sitting in your chair. Or is it?
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by
gafferongames
3mo ago
Hi! Rollback determinism is a term invented by Erin Catto here: https://box2d.org/posts/2024/08/determinism/ Physics engines like Box3D have a significant amount of internal state and caching, like conta
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Multiplayer Networking Resources
(github.com)
1 points
by
gafferongames
3mo ago
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0 comments
40.
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by
gafferongames
3mo ago
This is a good place to start: https://github.com/0xFA11/MultiplayerNetworkingResources
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by
gafferongames
3mo ago
All good. I'm just trying to support my friend Erin.
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by
gafferongames
3mo ago
Graphics programming in games is like playing the guitar. It's cool, but everybody wants to do it. Make the bold choice. Be a game network programmer. Nobody wants to do it, it's really hard and it kinda sucks. Play the accordion
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by
gafferongames
3mo ago
You are correct. You can do that. Then the real cost becomes the extra CPU cost of the rollback. Better not be CPU bound with that physics simulation, because you might need to roll back a whole second worth of physics in less than 1/6
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by
gafferongames
3mo ago
You can't have a good contract with bad people.
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by
gafferongames
3mo ago
Eve Online has a much larger world and ships are scattered around much more in this space, so they only need to network ships that are close to you, so they can make their effective n smaller, eg. per-client bandwidth is now O(n), where n i
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by
gafferongames
3mo ago
Also: It should have read like this: Let's say typical games send 1-2 megabits per-second *per-client* for first person shooters with 100 players or less (in some cases it's more, some cases it's less, but let's assume t
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by
gafferongames
3mo ago
> Again, this games claims to send 10-20mbps per client. The quadratic part would be the full outgoing from the server, those numbers are not the full outgoing. The full outgoing is claimed to be 10-20 gigabits per second. Per-client b
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by
gafferongames
3mo ago
Thank you. I agree, Box3D is great! Maybe Erin will even add rollback determinism at some point. That would be a huge step forward for network physics rollback!
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by
gafferongames
3mo ago
Who the fuck is so petty to downvote this. Shame on you. This is a great library and Erin deserves your support. https://github.com/erincatto/box3d
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by
gafferongames
3mo ago
Yeah this library is great. Use it!!!
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by
gafferongames
3mo ago
> Then its fine, but its not what was described, and I guess that is what people had issues with as just scaling player numbers without optimization wouldn't work great right? I never said anything about scaling numbers without op
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by
gafferongames
3mo ago
This is why we can't have good things :)
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by
gafferongames
3mo ago
> A 6v6 game of Forged Alliance (12 players each moving hundreds of units around, many with simulated projectile weapons) uses 0.3mbps. Yes, because it's networked via deterministic lockstep and it sends only inputs. Other games gen
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by
gafferongames
3mo ago
> I don't think anyone disagrees that linearly scaling of traffic scales linearly. What they're getting at, why would you still use that rather implementing something more efficient? Like Battlefield games (bf4?) did, using dif
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by
gafferongames
3mo ago
> Do you think its just parsing and throwing it away? No. Why would anybody think this? I'm not talking hypothetically btw. Everything I'm talking here about I have already implemented to production quality. So when I say somet
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by
gafferongames
3mo ago
The space game has 1000 players. Most FPS games today have a maximum of 100 players. Let's assume these FPS games send 1mbps - 2mbps per-client (many send less, some send more) but it's a good range to start with. Now increase the
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by
gafferongames
3mo ago
I really want to just stop here and ask you what you expect will happen if you take a multiplayer game with n players and increase it to have 10 times the player count (10n). Do you expect bandwidth sent per-player will: a) stay the same b)
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by
gafferongames
3mo ago
Hey, I want to make something really clear to you. I'm a professional game developer and I write netcode for AAA games for a living. I wrote large parts of the netcode for Titanfall 2 and Apex Legends. > There's a reason you&#x
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by
gafferongames
3mo ago
> Will this impact a big-money gaming rig? Probably not? Will it run good on the Steam Deck? Probably not. Runs fine on steam deck. Runs fine old on 10 year old PC. It's really not that expensive, if you code it correctly (which mea
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by
gafferongames
3mo ago
> At the absolute worst, a room full of 32-players in Quake 3: Arena would be sending 120 kilobits per second to each player. OK I'll bite. Quake 3: Arena supports 32 players. What if it supported 1000 players? 1000/32 = 31.25
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