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Author Topic: Official PyGG2 Development thread  (Read 161116 times)

GG2RBY

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Re: Official PyGG2 Development thread
« Reply #1005 on: September 30, 2012, 11:22:11 am »

i care

gj orph!
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ajf

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Re: Official PyGG2 Development thread
« Reply #1006 on: September 30, 2012, 11:24:37 am »

I have a long list of todo items
so if that teeworlds port doesn't get off the ground then I'm sorry :(
« Last Edit: February 18, 2024, 07:35:57 am by MedO »
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notarctic

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Re: Official PyGG2 Development thread
« Reply #1007 on: September 30, 2012, 01:11:48 pm »

I am still learning python but good job orpheon
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[1:37:51 PM] Derpduck: arctic u need to quote ppl that make shit posts in case they edit them
[4:20:15 PM] Rubeus Hashgrid: i cant discover anything fuck you imageshack

Nukleus

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Re: Official PyGG2 Development thread
« Reply #1008 on: October 04, 2012, 01:14:29 am »

hi
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #1009 on: October 11, 2012, 03:34:56 pm »

Guys. I found the secret of productivity: Isolation. Go for a few days in the mountains with nothing but headphones and a laptop with no games on it, and wonders shall occur.

That's what I did these last few days, and the result is 24 commits achieving a completely working interpolation and smooth networking.

https://github.com/PyGG2/PyGG2/pull/11

Giving you guys (in case anyone has time to) a few days to check it before I pull.
« Last Edit: October 11, 2012, 03:44:04 pm by Orpheon »
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1010 on: October 11, 2012, 03:44:50 pm »

considering that pygg2 is in an urgent state of "bad networking", you should probably just do it.
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

Orpheon

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Re: Official PyGG2 Development thread
« Reply #1011 on: October 11, 2012, 04:02:31 pm »

considering that pygg2 is in an urgent state of "bad networking", you should probably just do it.
Alright, if both you and AJF tell me to pull, I will.

EDIT: Grghvcbrhfhvbvchxfrd, git merging automatically.
I'm just force pushing.


A few comments:
The interpolation buffer length was chosen more or less randomly, and so was this value: https://github.com/PyGG2/PyGG2/blob/master/client/networker.py#L141 (constants.PHYSICS_TIMESTEP).
The latter I am unsure how to solve the problem of the packet being far away from the client state. Do we still just extrapolate, or do we jump and hope the user doesn't notice it? And what is the limit for this jump?

If someone could look over the rocket code, that would also be nice. In particular, I'd like whoever invented "speed += 1; speed *= 0.92" to check this:
Code: [Select]
   def step(self, game, state, frametime):
        # FIXME: MAKE THIS WORK FOR NEGATIVE frametime!
        # GMK-GG2 tried to emulate basic acceleration and air resistance with two simple instructions:
        # [execute 30 times per second]
        # speed += 1
        # speed *= 0.92
        # Underneath is the same thing converted to work with frametime.
        # PS: If you ever have the chance, please bash whoever had the idea of a non-standard exponential function for a rocket in an 8-bit game on the head. Thank you.
        self.speed /= 30
        n = 30 * frametime
        self.speed = (0.92**n) * self.speed + 0.92*((1 - (0.92**n))/(1 - 0.92))
        self.speed *= 30

        self.hspeed = math.cos(math.radians(self.direction)) * self.speed * function.sign(frametime)
        self.vspeed = math.sin(math.radians(self.direction)) * (-self.speed) * function.sign(frametime)
Finally, I don't understand the collision code well enough to make be 100% sure that what I did fixed the issues it had with negative frametime.
« Last Edit: October 11, 2012, 04:03:23 pm by Orpheon »
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Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1012 on: October 11, 2012, 04:16:50 pm »

it models a rocket with accel and friction, obviously
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters

NAGN

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Re: Official PyGG2 Development thread
« Reply #1013 on: October 11, 2012, 07:14:34 pm »

Guys. I found the secret of productivity: Isolation. Go for a few days in the mountains with nothing but headphones and a laptop with no games on it, and wonders shall occur.

That's what I did these last few days, and the result is 24 commits achieving a completely working interpolation and smooth networking.

https://github.com/PyGG2/PyGG2/pull/11

Giving you guys (in case anyone has time to) a few days to check it before I pull.
thanks orpheon, wareya and ajf aren't on the project anymore, so you don't really need to wait on their approval, though I probably should have looked this over before you forced pushed
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #1014 on: October 12, 2012, 03:12:40 am »

Guys. I found the secret of productivity: Isolation. Go for a few days in the mountains with nothing but headphones and a laptop with no games on it, and wonders shall occur.

That's what I did these last few days, and the result is 24 commits achieving a completely working interpolation and smooth networking.

https://github.com/PyGG2/PyGG2/pull/11

Giving you guys (in case anyone has time to) a few days to check it before I pull.
thanks orpheon, wareya and ajf aren't on the project anymore, so you don't really need to wait on their approval, though I probably should have looked this over before you forced pushed
Hey NAGN, could you implement map entities in pygg2 that are compatible with your GB? That would be the next thing to do imo, barring maybe polygon collision.
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NAGN

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Re: Official PyGG2 Development thread
« Reply #1015 on: October 12, 2012, 04:12:46 pm »

possibly, but my version of Garrison builder isn't complete yet, and I'm busy dealing with a lot of other things
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Orpheon

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Re: Official PyGG2 Development thread
« Reply #1016 on: October 12, 2012, 04:52:16 pm »

possibly, but my version of Garrison builder isn't complete yet, and I'm busy dealing with a lot of other things
Ok. Lets get GMK gg2 update rolling out first, and then do this.
« Last Edit: October 12, 2012, 04:52:24 pm by Orpheon »
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A_SN

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Re: Official PyGG2 Development thread
« Reply #1017 on: October 30, 2012, 03:45:03 am »

I realise this must have been said 100 times in this thread already and it must be getting tiring to hear, but Python is a terrible choice. First of all because who knows Python (lots of people do, but still only a fraction of programmers, whereas nearly all understand C/C++ for instance) and then because as a user you have to jump through many hoops to get the thing running, kinda gets in the way of adoption. It goes without saying but if I'd made and distributed my main program this way well I would have had to get a real job by now.

Anyway, I also have something almost constructive to say: Can we translate this thing into C/C++ using the assistance of something like Cython/PyPy/Nuitka/shed skin? If so I'd be willing to help (and I'm sure more non-Python developers would like to do that too), right now I'm working on making vector games out of my 2D/3D vector engine, but I'd love to contribute to working on GG2 in C or C++. If not then screw you guys I'm going home and I'll make a half vector half pixel art (maybe even half 3D, you could turn maps 3D by turning floor/wall pixels into extruded cubes and leaving the rest of the background maps on a 'wall') ripoff of GG2 as soon as I can figure out how to read map PNGs (I know how to load regular PNGs with libpng but how the heck do you get the wallmask and the entities out of the PNG file? Honestly I have no idea how this is stored and after googling it I couldn't find anything about it).
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Derpduck

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Re: Official PyGG2 Development thread
« Reply #1018 on: October 30, 2012, 04:24:13 am »

For maps just look in the GB source, and the custom map scripts in the GG2 source.

Phantom Brave

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Re: Official PyGG2 Development thread
« Reply #1019 on: October 30, 2012, 04:34:29 am »

they're stored in the png metadata as a string
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ladies and gentlemen i would like to announce that the fact of the matter is up that the fact of the matter is a fact and it matters
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