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L B

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Everything posted by L B

  1. L B

    Aerora

    aerora (website) This is the main thread I'll be using for all Aerora related stuff. Updates Official Aerora.com domain now up and working. Basic networking structure done. Aether server started. Procedural interface started. Events There are no ongoing events. Media
  2. I'll use TCP actually. My game is not a shooter, so it's not fast paced enough to justify UDP. Thanks for the advices.
  3. Something else. I use my own second thread. In C#, it's System.Thread, couldn't be more basic than that. I really need this. I even tried a async (non-blocking) method, so that works "well" when there isn't any data received. However, when data gets received and a background thread gets created to handle it, the FPS lowers by 10 FPS. Any multithreaded operation seems to immensely lower FPS. This has been reported by other people trying to handle loading with another thread. Although their loading process worked, it created a major graphical lag, same as this. It seems to me that Leadwerks tries to handle any multithreaded operation in its main thread, with a timeout when a blocking operation occurs. [/theory]
  4. I'm trying to create another thread for my network operations. This thread uses an infinite loop in which the client waits for data. Whenever I use the thread, I get a major slowdown on my main screen (-10 to -15 FPS), but nothing happens in the loop (it's a blocking method, so nothing happens until I receive data). My question is, why does another thread even affect my main window? Is there any kind of block or unknown mechanism? EDIT: Been trying millions of ways. Whenever you throw a new thread in, beware the massive, huge lag. I wonder how I'm supposed to do my networking.
  5. Kept thinking, UDP is definitely the way to go. However, I'm used to a Multithreaded TCP Server approach, with each thread a socket. My question is: Do I actually only need 1 UDP socket for all my connections? If so, I must provide some kind of identification system in my sent packets. This seems very troublesome. I would love to use TCP, but I get some kind of annoying duplication in C#. I'm not even sure if this is normal or not, but I do know I used to work with the same C# server architecture with a client that I didn't make that used TCP, and there was no duplication.
  6. Title says it all. I'm guessing UDP, with an initialization packet, but that doesn't seem too reliable. I'd work with TCP, but I get duplicated data in C#, since the only according SocketType is Stream, which duplicates data. Ideas?
  7. RSA hasn't been decrypted by anybody yet as far as I know. Works quite well. Used it in some projects.
  8. L B

    SSDO filter

    @Michael Betke: You seem to be on the old SSAO.
  9. I gave the source to Tyler as I am evidently not working on it at all currently, and probably won't for a good while. Please P.M. him for anything regarding C# until I might come back. All the best for the C# community, -Lazlo
  10. The picture is exaggerated in this case, only to show what GI actually is. Although yes, the one on the right is more realistic.
  11. L B

    SSDO filter

    On-object darkening seems to only work when they're selected in the editor. Else, it's just around it. I don't know if that's intentional, but I think it would be 10 times better with on-object darkening.
  12. @Josh: Sorry for the previous comment. The screenshot didn't show its real potential. Actual in-game looks incredible. Thanks for your work.
  13. You disregard the fact that GI uses color too. GI adds significant improvements to any render. Let's not try to hide it. It's simply hardly possible in real-time.
  14. I think what this thread shows us is an actual roadmap as many have asked. I used to say it was useless, but seeing how the major feature requests never get implemented (although always "within the year" or "shortly"), I think a roadmap would be great. Not precise, far from it. But at least tell us what is being worked on. We've had "shortly" responses for GI, Ocean, OpenGL3, network updates, vegetation collision, documentation, but so far got improved lighting and a new SSAO shader.
  15. I wrote a very basic tutorial for my C# headers here: http://www.leadwerks.com/wiki/index.php?title=Getting_Started_-_C_Sharp
  16. Ahh, these debates always leave me wanting GI. Oh well.
  17. It will be added by 1.3 then.
  18. Where's SSRT? ;P Looks good, can still be worked on I think though.
  19. That's the feature Michael Betke has been requesting for a long time. Feature requests are often the same, but they seem to get forgotten over time. Sad.
  20. I'll surely have you lend some help, but school at the moment is making me much more busy than I had expected. Whenever I get time, which might not be so soon, I'll give you the headers' source. Please don't make your own fork or distro however, it would be great to keep it all one single wrapper for the community's sake. EDIT: Why so much "if you'll have me"-...ness? Does anyone in this community have something against you?
  21. Got exceptions at run with this.
  22. L B

    Sketch Tool

    At 4:43: What's whith this awesome... AO? Lighting?
  23. There is no 2.29. It's a mistake.
  24. L B

    Delayed Progress

    I'm done with my work. I could get started tonight, although I still have many exams and the like coming (but that's always like this, so I'll deal with it). First though, I'll play some vintage Ragnarok 1. Heh. But you may expect progress soon.
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