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Hazanko83
Приєднався 20 тра 2006
Veritaht Early Dev - Networking Stress Test
All currently implemented features now working over network!
Somewhat confusing as some of the NPCs use the character model currently, but there is the server player which is initially surrounded and the Client player walking up(which is the screen being recorded).
This is a pretty big leap as far as progress, and a big learning experience as well! The whole process of trying to get this networking model setup really pulls any questionable or buggy code out of the woodwork, so a good portion of the effort has been refactoring/cleaning older stuff up to be more robust.
One of the biggest difficulties has been figuring out what needs to happen with the design to accommodate the async networking stuff, without creating a headache of mutex locks and potential deadlock situations.
There was also allot of trial-and-error as far as setting things up to allow packet retransmission, packet confirmation between Server-Client, and just generally getting things to communicate smoothly.
This is currently over a private network, so I'm interested to see how things will perform with a higher latency. Currently there is not much in the way of ''load balancing'' or latency adjustments implemented, but that'll likely be a little later once I have a better platform for testing things(or maybe put something together temporarily to mock higher latency).
Somewhat confusing as some of the NPCs use the character model currently, but there is the server player which is initially surrounded and the Client player walking up(which is the screen being recorded).
This is a pretty big leap as far as progress, and a big learning experience as well! The whole process of trying to get this networking model setup really pulls any questionable or buggy code out of the woodwork, so a good portion of the effort has been refactoring/cleaning older stuff up to be more robust.
One of the biggest difficulties has been figuring out what needs to happen with the design to accommodate the async networking stuff, without creating a headache of mutex locks and potential deadlock situations.
There was also allot of trial-and-error as far as setting things up to allow packet retransmission, packet confirmation between Server-Client, and just generally getting things to communicate smoothly.
This is currently over a private network, so I'm interested to see how things will perform with a higher latency. Currently there is not much in the way of ''load balancing'' or latency adjustments implemented, but that'll likely be a little later once I have a better platform for testing things(or maybe put something together temporarily to mock higher latency).
Переглядів: 66
Відео
Veritaht Early Dev - ''Improving'' enemy AI
Переглядів 652 роки тому
I've decided that it's time to improve upon enemy AI to make the combat more engaging. The big and most obvious updates here is NPCs can now check for line of sight on their target, and attempt to find a way to clear sight before attempting to attack. I also finally got around to implementing target prediction for NPCs, meaning they will attempt to lead their target if it is moving. It's been a...
Veritaht Early Dev - More Visual Updates
Переглядів 392 роки тому
Currently have 3 more NPC characters that I have modeled, textured, rigged, and animated that I can use to compose my sprite sheets. Also starting to make new/more world objects! Also fixed the bugginess when NPCs are trying to path near one another, which makes things look much better than they were previously! I'm still working on tweaking things a little bit, and trying to make things look m...
Veritaht Early Dev - Updating Player Sprites
Переглядів 232 роки тому
Decided to start focusing on visuals again, and I'm moving away from the few free assets that I'm currently using. Most of what I had put together previously was ''just barely good enough'' so that I had something to represent the feature I was adding to the engine, but I think it's time to put some real effort into the visuals. It was never my intention to use free assets in the actual game, b...
Veritaht Early Dev - Implementing Basic Audio
Переглядів 202 роки тому
The world was sounding really bland with absolute silence! We now have somewhat passable positional audio, as well as a couple (almost surely temporary) sound effects. After a fair amount of reading trying to choose how to implement audio, I decided to go with a little audio engine called SoLoud. I was wanting something that would still be fairly low-level but would also do things like stereo a...
Veritaht Early Dev - Networking Test
Переглядів 182 роки тому
This is where things start to get complicated... Networking has always been an area where I've been almost completely in the dark - partially on purpose - so this has been a lot of reading for me to take in. I'm writing everything from scratch using Boost.Asio(if you count that as 'from scratch'), and building an authoritative server model. Up until this point, all of the work going into the en...
Veritaht Early Dev - Lighting System
Переглядів 582 роки тому
I put some recent work in on implementing a simple wrapper for SDL that will allow me to have something of a Z-buffer. This now gives me a lot more control of drawing textures to the screen, and allows me to start playing with lighting functionality. I currently only have very simple shadows being draw, but I am trying to come up with the best way for me to add some sort of shadow-casting as ob...
Veritaht Early Dev - 60,000+ NPC Stress Test
Переглядів 482 роки тому
A couple huge optimizations later, and this is possible... With this many NPCs I only get ~20 fps, but quite impressive considering every entity is checking collision and all attacks are ''ray-casted''. With 'normal' NPC numbers, frames went from a highly-volatile 450/sec(highly affected by collision load), to almost double that in a low-load situation. These numbers might seem quite excessive,...
Veritaht Early Dev - Player Buildings/Houses
Переглядів 242 роки тому
This was a fun mechanic to get implemented, and all the code that is behind making it work now makes things MUCH easier as far as control over what I can do. There was already a basic map file format that I had came up with that was just used for drawing the location of ground tiles for the actual map itself. Put simply, I feed it a starting y location, a starting x location, and the type of ti...
Veritaht Early Art - Making A House
Переглядів 232 роки тому
Creating a sprite for an in-game building/house in Photoshop. Speed at 8.5x. I am working on adding functionality for players constructing houses/buildings - and of course - I'll need some sort of stand-in for testing functionality ... So I spend a little time putting together a quick sprite for a basic house. Trying to come up with a good ''perspective'' for these in-game assets is somewhat di...
Veritaht Early Art - Making A Chest
Переглядів 272 роки тому
Creating a sprite for an in-game loot chest in Photoshop. Speed at 8x. I'm trying to figure out how flat I want the perspective to appear, as thus far I haven't had a need to make much in the way of in-game objects. The blender renders I'm using for the player/NPC stand-ins right now is set to orthographic, although that decision is primarily due to the fact that I'm still learning blender and ...
Veritaht Early Dev - Cave/Encampment System
Переглядів 982 роки тому
Starting work on spawning enemy encampments(''cave'' systems) and handling multiple room instances.
Veritaht Early Dev - NPC Types + Stats
Переглядів 212 роки тому
Adding the 3 main NPC group types with place-holder sprites. Assigning correct items as well as assigning random attributes based on NPC type. Added functionality for idle animations & doubled all animation frames for smoother movement.
Veritaht Early Dev - Quick Combat Scene
Переглядів 372 роки тому
Consumables now have basic functionality, hotkeys for overlay slots added, ''info hover window'' has been added so that it's finally possible to see item stats that have been there but hidden!
Veritaht Early Dev - Active Abilities
Переглядів 182 роки тому
Adding functionality for active abilities more work on the HUD overlay.
Veritaht Early Dev - basic weapon mechanics
Переглядів 102 роки тому
Veritaht Early Dev - basic weapon mechanics
0:24 it's zoidberg what did I expect
Woah! This video is old ._.
Starts half repping. Maybe you can do more reps with less weight 🤓 Proceeds to have a reasonable crash out, my spirit animal
My favorite character
2:04 Spongebob logic a Home that is a Shell can burndown by a cigar that can be smoked underwater.
When I saw Roswell that Ends Well when I was little, I had a feeling Zoidberg was going to eat the food remnants off the glass.
0:26 I find it so funny that he eats the pipe lol
Ever notice that earlier versions of Zoidberg had teeth
Many people said that Fry, Leela, Bender and Professor Farnsworth survived the Zoidberg Apocalypse
I love Zoidberg home owner 😂
"It was starting to feel a little cramped in there, so I molted, why not?"
I just love that buffet scene
8:02
2:37 Me before I got into my first relationship 😂
Nogla should be a Voice actor of Dr.Zoidberg
8:17 Mark Hamill?
Of course Futurama accidentally predicted among us.
Hola te mando un mensaje privado amor mio te quiero 😍😍😍😍
“A letter from Bender…my good friend!” “Dear Dr. Jerkberg” 🤣 🤣
For An Alien with a PH.D? how come Dr.Zoidberg is always broke?
Jamie from mythbusters
How did Pazuzu know I was watching this at night?..
2:00 truly his greatest moment
A letter from Bender my good friend! "Dear Dr. Jerkberg..." 😂😂😂😂😂
2:37 I like the frustrated growl he makes. 😅😅
Yeah
“Hello mr Chase Manhattan bank, deny my credit card information, will you?!” **causes destruction**
"Ro bit ol buddy can u help me move a couch "
"id like 1 art please" was always my favorite line. I can still woob woob woob woob just like him😂😂
The time he devoured anchovy pizza and went insane, The time he broke Farnsworth’s bottle, The time he defeated Clamps while screaming “JOHN $#&#% ZOIDBERG!”
"A feast is a feast"
1:45 Yum yum yum
I can’t look at this without immediately thinking nogla funny moments
So funny even Amy’s parents don’t like him
You missed the best part of homeowner Zoidberg! “My home it burned down! How could this have happened?” “That’s a very good question.” “So that’s where I left my cigar.” “That just raises further questions!”
Brown people need to stop with the turtles
5:03 “What?! My mother was a saint! GET OUT!”
Zoidburg is the funniest character in the show
Zoidberg with teeth is off-putting
Production Companies: Disney-ABC Domestic Television (current owner) 20th Television (Distributor) 20th Century Fox Television (Presentation) Fox Originals (copyright holder) Comedy Central Originals (copyright holder) Futurama Trademark (copyright holder) Planet Express Limited (copyright holder) The Curiosity Company (production) Rough Draft Studios (animation) Rough Draft Finance II (financement) Rough Draft Finance III (financement)
This video has been uploaded for 14 years now... I make no money from it, and apparently people like watching it. At the time, I manually recorded timestamps as I watched an episode and eventually made this compilation; all of which took allot of time and effort. How much time did you spend looking this up? Did you send it to anyone on that list that might care? ...Are you really white knighting corporate entities?
Pick a mouth and say, "gi7kubgmuukyyi8k"
But who was the murdurer
lol
5:38
Zoidberg for president!
When Zoidberg happy, I'm happy.
"the first clue came to me at 4:15 when the clock stopped, the next clue came to me two hours later at 4:15" I never caught that one before. And the reason the clock was stopped being bc of the body, this show is amazing with how it dominoes the jokes.
Zoidberg 😁😁😁😁😁😁
*plays every single second he's onscreen*
same
Waiting the day Zoidberg get Apu'd, not this generation, but the next.
Someone'll find something to complain about.