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null
[deleted]
null
[deleted]
null
0
1491156784
False
0
dfqi16a
t3_62vx64
null
null
t1_dfq21zm
null
1493732578
1
t5_2fwo
null
null
null
null
sneeden
null
I used to work at a company that became WebRTC at Google (acquired). It used to (maybe still does) use RTP/RTCP under the hood. As I recall those sit on top of UDP.
null
0
1491156842
False
0
dfqi2sp
t3_62z7p7
null
null
t1_dfqgrgs
null
1493732600
6
t5_2fwo
null
null
null
null
kyonz
null
From my reading it looks like QL by default runs between 30-40 tick by default but they unlocked changing this in a patch in early 2015. Id assume more competitive QL would use higher tickrates comparable to cs. (Assuming that more competitive QL exists still).
null
0
1491156875
False
0
dfqi3qu
t3_62yl50
null
null
t1_dfqh3pi
null
1493732612
5
t5_2fwo
null
null
null
null
vattenpuss
null
Fighting games have higher requirements, but they also have much simpler state.
null
0
1491157170
False
0
dfqic56
t3_62yl50
null
null
t1_dfq9cg1
null
1493732725
5
t5_2fwo
null
null
null
null
itsmoppy
null
You're right that they don't recreate the game by replaying the inputs. It wasn't my intention to imply that since that would break over patches. Mouse clicks are visible in Dota 2 replays if you set player perspective. I can't speak for other games using the same engine.
null
0
1491157215
False
0
dfqidem
t3_62yl50
null
null
t1_dfqhx27
null
1493732742
4
t5_2fwo
null
null
null
null
pinealservo
null
This is a nice blog post. It did strike me as a bit odd characterizing the nephew's process as Machine Learning, though. The whole reason it's called "Machine Learning" is that it's *modeled after* an understanding of human learning, which is what the nephew is actually doing. It's cool to notice the similarities in models between machine learning and a particular aspect of human learning, but let's not forget that we don't know all that much about the actual mechanics of human learning and what looks similar in some ways is likely to actually be pretty different.
null
0
1491157272
False
0
dfqif5j
t3_62zx67
null
null
t3_62zx67
null
1493732767
11
t5_2fwo
null
null
null
null
vattenpuss
null
What happens if two players shoot eachother at the same time? Say they both have a 30 ms ping, that leaves quite a lot of leeway for both players getting a shot off killing eachother. There is not one player that is the shooter in every encounter.
null
0
1491157285
False
0
dfqifjp
t3_62yl50
null
null
t1_dfqd578
null
1493732772
5
t5_2fwo
null
null
null
null
kyonz
null
Agreed and not doing so would open players up to being ddosed in competitive scenarios so although good on paper a huge headache in practice.
null
0
1491157288
False
0
dfqifn7
t3_62yl50
null
null
t1_dfqa71q
null
1493732773
1
t5_2fwo
null
null
null
null
Apostolique
null
You must have miss clicked something on that page. I can see the content just fine.
null
0
1491157345
False
0
dfqihbh
t3_62yl50
null
null
t1_dfqh163
null
1493732795
1
t5_2fwo
null
null
null
null
Anon49
null
Click on "Distributed Simulation Network Models"
null
0
1491157365
False
0
dfqihvp
t3_62yl50
null
null
t1_dfqihbh
null
1493732803
2
t5_2fwo
null
null
null
null
dequis
null
But that was not a buffer overflow. Not checking for malloc/realloc failures is a very minor bug, so minor that some code styles recommend against including any checks at all (it's pointless to bother at all unless you're targeting embedded systems)
null
0
1491157407
False
0
dfqij24
t3_62wye0
null
null
t1_dfq53eu
null
1493732819
7
t5_2fwo
null
null
null
null
bumblebritches57
null
IDK I just assumed Germans were proud of germany and idk preferred speaking/using german and only used english when they had to.
null
0
1491157409
False
0
dfqij47
t3_62ls64
null
null
t1_dfqbt0e
null
1493732819
1
t5_2fwo
null
null
null
null
josefx
null
> Luckily, languages like GHC Haskell have GCs and allocators that are explicitly designed to make work like this nearly free, or at least very cheap depending on the collections library you use I would hope that the designers of these structures make use of the fact that only a very small part of the object graph changed an reuse the unchanged objects as far as possible. Instead of spamming garbage under the assumption that the GC will take care of it ( Minecraft ).
null
0
1491157469
False
0
dfqikw1
t3_62yl50
null
null
t1_dfqh99a
null
1493732843
10
t5_2fwo
null
null
null
null
kyonz
null
I just replied to another person in this chain but wanted to address this directly as it's important to note that although this is a good idea technically it would reveal enemy IP addresses to players and allow ddosing in competitive scenarios so should generally be avoided unfortunately. Also this would create a higher bandwidth retirement for clients so may cause issues unless implemented with detection for bandwidth limitations in mind.
null
0
1491157515
False
0
dfqim69
t3_62yl50
null
null
t1_dfq6sve
null
1493732860
7
t5_2fwo
null
null
null
null
ragnarmcryan
null
> already I would say that's good opposed to figuring that out in the long run. Thanks for the tip!
null
0
1491157616
False
0
dfqip0a
t3_6290hb
null
null
t1_dfq11ns
null
1493732898
1
t5_2fwo
null
null
null
null
Derpscientist
null
Why should we lower our standards? How do we evaluate for fundamentals in an hour-long interview without whiteboarding? There are plenty of programmers who can design database schemas and create pretty HTML but are years of knowledge from being able to implement a persistent hash map, distributed transactions, a simple language, apis that think in graphs and trees, or version control. My coworkers and I solve those problems and we need people to help us, but 95% of our candidates are missing the fundamentals.
null
1
1491157847
False
0
dfqivew
t3_62xwba
null
null
t1_dfqh9o5
null
1493732984
0
t5_2fwo
null
null
null
null
vattenpuss
null
He's developing a stack, but he's full.
null
0
1491157913
False
0
dfqixaf
t3_62vx64
null
null
t1_dfpzjuk
null
1493733008
2
t5_2fwo
null
null
null
null
cybergibbons
null
So practically every web developer then?
null
0
1491157957
False
0
dfqiyix
t3_62ul90
null
null
t1_dfqds2w
null
1493733032
1
t5_2fwo
null
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null
humoroushaxor
null
I meant as far as implications of client v server accuracy. I can't think of another game which requires the level of game play accuracy + reaction time Counter Strike does at the highest levels.
null
0
1491158021
False
0
dfqj0a2
t3_62yl50
null
null
t1_dfqic56
null
1493733055
1
t5_2fwo
null
null
null
null
[deleted]
null
[deleted]
null
0
1491158102
False
0
dfqj2hw
t3_62yl50
null
null
t1_dfqetwi
null
1493733086
-5
t5_2fwo
null
null
null
null
AyrA_ch
null
WebRTC supports both. lossy is used for audio/video transport. Browsers will not recover the lost information, which causes the audio/video to cut out. it auto adjusts the quality for the bandwidth you have. To transport other data you can set the connection to reliable mode, which sort of emulates TCP over UDP. Don't confuse this with raw UDP. You can't send that. The browser puts a frame around your data and that frame is removed at the destination.
null
0
1491158132
False
0
dfqj3cg
t3_62z7p7
null
null
t1_dfqgrgs
null
1493733098
3
t5_2fwo
null
null
null
null
ATownStomp
null
Then they get shot at the same time. The conditions for how two players shoot each other simultaneously are different. I haven't watched the video so I may be way off but I've heard this referred to as "peaker's advantage". Hits against opponents are calculated client side and relayed to the recipient. Should an enemy peak around a corner and see you, there will be some amount of delay before their movement appears on your screen. If they shoot and kill you in that period of time you will die seemingly from nothing at all from your perspective.
null
0
1491158134
False
0
dfqj3e1
t3_62yl50
null
null
t1_dfqifjp
null
1493733098
7
t5_2fwo
null
null
null
null
frenris
null
You change the variable type depending on which field is used. The only difference vs using the underlying field type would be - two int fields of the same Union would be distinct types - you'd have empty bits as part of the type so you wouldn't have to repack Not sure if worth it
null
0
1491158220
False
0
dfqj5s3
t3_62wye0
null
null
t1_dfqhbpp
null
1493733129
1
t5_2fwo
null
null
null
null
Svenskunganka
null
I'm not the right person to ask that, since I do not work for Blizzard on Overwatch. However in the video the devs says that almost every weapon fires a projectile, so if two players shoot each other at the same time, both actually should die (shoot as in spawn projectiles in the world that starts to travel towards the other player). At least that's how I imagine it'd work. But again, I do not know.
null
0
1491158249
False
0
dfqj6kq
t3_62yl50
null
null
t1_dfqifjp
null
1493733141
2
t5_2fwo
null
null
null
null
addmoreice
null
I would argue well done was what ruined the meal, but to each their own. Even the veggie only peeps.
null
0
1491158302
False
0
dfqj820
t3_62wye0
null
null
t1_dfqbjyp
null
1493733160
1
t5_2fwo
null
null
null
null
grimtooth
null
They do? I've never noticed.
null
0
1491158429
False
0
dfqjbkq
t3_62vx64
null
null
t1_dfqc4je
null
1493733207
1
t5_2fwo
null
null
null
null
orangecodeLol
null
That's true, thanks!
null
0
1491158469
False
0
dfqjcoi
t3_62yl50
null
null
t1_dfqim69
null
1493733225
1
t5_2fwo
null
null
null
null
RustDragon
null
That was me not the person who claimed to find one in 65 seconds, I misread a function, that specific one didn't (obviously anyways, but I suspect it legitimately didn't) overflow. I didn't have more time to go fix my post at the time.
null
0
1491158469
False
0
dfqjcor
t3_62wye0
null
null
t1_dfq2g7m
null
1493733225
1
t5_2fwo
null
null
null
null
aullik
null
Simple answer it doesn't. Every functional language has some way of storing a mutable state. It might be hidden/abstracted away or it might be solved by just accessing some other data structure written in another language. In the end most programs written in a functional language depend on a state or a database or something similar. Writing purely functional is just impossible.
null
0
1491158489
False
0
dfqjd7g
t3_62yl50
null
null
t1_dfq4yqq
null
1493733232
5
t5_2fwo
null
null
null
null
AyrA_ch
null
> I am no expert, but isn't this a bit too much for a single file Let me introduce you the garbage collector of the .NET framework: https://raw.githubusercontent.com/dotnet/coreclr/master/src/gc/gc.cpp 36952 lines It's the largest file in the entire repository (1.2 MB)
null
0
1491158600
False
0
dfqjg85
t3_62z7p7
null
null
t1_dfqfbqq
null
1493733272
24
t5_2fwo
null
null
null
null
slavik262
null
A big part of this just comes down to how much a company is willing to spend on testing and verification. On one hand, I think our industry spends far less time and money on software quality than it should. On the other hand, I think it's reasonable to test some random app less than one would test avionics software. "The user will have to press the button again" and "people will fall out of the sky and die" are very different failure cases.
null
0
1491158690
False
0
dfqjivh
t3_62wye0
null
null
t1_dfq7pbs
null
1493733307
10
t5_2fwo
null
null
null
null
juvee
null
wow.
null
0
1491158735
False
0
dfqjk6n
t3_62z7p7
null
null
t1_dfqjg85
null
1493733325
8
t5_2fwo
null
null
null
null
vattenpuss
null
Ah, sorry for presuming you knew that as well. Yeah, even if weapons are "hitscan" player should be able to kill eachother. If the server does not allow that, it will give advantage to random players for latency reasons.
null
0
1491158739
False
0
dfqjkbp
t3_62yl50
null
null
t1_dfqj6kq
null
1493733327
2
t5_2fwo
null
null
null
null
kankyo
null
Only not. We shouldn't all make the same trade offs. It'd be a waste of time/money.
null
0
1491158765
False
0
dfqjl24
t3_62wye0
null
null
t1_dfq7pbs
null
1493733336
1
t5_2fwo
null
null
null
null
vattenpuss
null
Fighting games are also played online. At the highest levels though, games have to be played locally since the reaction time requirements are higher than in e.g. CS.
null
0
1491158886
False
0
dfqjogg
t3_62yl50
null
null
t1_dfqj0a2
null
1493733382
9
t5_2fwo
null
null
null
null
hoopdizzle
null
Yeah why would someone store anything besides the session identifier key in a cookie? On top of the security risk browsers have a hard limit on how much data can be stored in cookies per site, which if the encryption inflates the size of the stored data, is especially at risk of being exceeded.
null
0
1491159096
False
0
dfqjufk
t3_62ul90
null
null
t1_dfpftjt
null
1493733462
1
t5_2fwo
null
null
null
null
gbs5009
null
Any city developers flock to is going to become one of the most expensive ones.
null
0
1491159222
False
0
dfqjxyw
t3_62zrgk
null
null
t3_62zrgk
null
1493733509
5
t5_2fwo
null
null
null
null
buaya91
null
Hi, I've tried correct it a couple of times, apparently I need more helps, thanks for pointing it out, at least now I know people care about it =)
null
0
1491159233
False
0
dfqjya6
t3_62yl50
null
null
t1_dfqed46
null
1493733513
5
t5_2fwo
null
null
null
null
jephthai
null
Hah, can't wait for ML winter!
null
0
1491159240
False
0
dfqjyht
t3_62zx67
null
null
t1_dfqem5y
null
1493733515
9
t5_2fwo
null
null
null
null
Solon1
null
Popular with .NET devs? Really? There is no evidence that Codeplex was ever popular. And is .NET popular now? I guess being ranked #8 on Github, beneath #7 CSS is pretty good. There is nothing wrong with being ranked beaneath a stylesheet language that many people don't consider a language.
null
0
1491159313
False
0
dfqk0hn
t3_62n5mx
null
null
t1_dfoo4h4
null
1493733542
0
t5_2fwo
null
null
null
null
BowserKoopa
null
oh my
null
0
1491159415
False
0
dfqk3d8
t3_62sqe6
null
null
t1_dfpyku1
null
1493733581
1
t5_2fwo
null
null
null
null
Apostolique
null
Oh shit! You are right!
null
0
1491159493
False
0
dfqk5l5
t3_62yl50
null
null
t1_dfqihvp
null
1493733609
2
t5_2fwo
null
null
null
null
BarMeister
null
> I don't know if its pure P2P or with some confirmation server/proxy in the middle. I'm quite sure there are servers in the middle. To my understanding, they handle the matchmaker, and keep track of matches played and some match data. But I don't know how exactly the boundaries of what is and isn't done by the server. > Blizzard are masters of "deterministic" lockstep, they never let go of this approach. HotS engine is the SC2 engine with DX11 and mature support for hats. For SC2, it makes total sense. But not for HotS. I think they went with it to save costs of both creating a client/server fork of the original engine, and server maintenance, especially for a game they weren't sure if it was going to stick.
null
0
1491159574
False
0
dfqk7tc
t3_62yl50
null
null
t1_dfqhnzx
null
1493733640
3
t5_2fwo
null
null
null
null
EyeAmAhEr
null
Clever! I have never seen GIT capitalized like that before.
null
0
1491159616
False
0
dfqk90t
t3_62szbn
null
null
t3_62szbn
null
1493733656
1
t5_2fwo
null
null
null
null
bengarney
null
Sure. I wasn't very clear, I mean - does simple-peer expose that functionality for data, not video/audio?
null
0
1491159684
False
0
dfqkavw
t3_62z7p7
null
null
t1_dfqj3cg
null
1493733681
2
t5_2fwo
null
null
null
null
gopher9
null
It is quite fine as it own for simple tasks.
null
0
1491159724
False
0
dfqkc1l
t3_62zk1i
null
null
t1_dfqhk2q
null
1493733696
2
t5_2fwo
null
null
null
null
ElvishJerricco
null
Yep. `Data.Map` is very good about this in Haskell.
null
0
1491159736
False
0
dfqkcer
t3_62yl50
null
null
t1_dfqikw1
null
1493733701
9
t5_2fwo
null
null
null
null
AyrA_ch
null
> does simple-peer expose that functionality for data, not video/audio? Don't know. We used [peerJS](http://peerjs.com/) whch did.
null
0
1491159736
False
0
dfqkcf8
t3_62z7p7
null
null
t1_dfqkavw
null
1493733701
2
t5_2fwo
null
null
null
null
hawleyal
null
Hah. I guess. I would say they wouldn't have a job long.
null
0
1491159750
False
0
dfqkcuy
t3_62ul90
null
null
t1_dfqiyix
null
1493733708
1
t5_2fwo
null
null
null
null
baerion
null
> [...] before Rust programmers as a group get used to a slow compiler and come to accept it as a fact of life (like Haskell programmers). One reason I switched from Scala to Haskell was because GHC used to compile so much faster, unless you use crazy new type system features or compile time macros. Some of the bigger web frameworks do that unfortunately. And practically all of my development is done in the GHCi REPL, where reloading code takes a split second at most.
null
0
1491159751
False
0
dfqkcvj
t3_62wye0
null
null
t3_62wye0
null
1493733708
4
t5_2fwo
null
null
null
null
WittyAdrian
null
How would you fill in the games between a 20 or even 30 tick server and a 60 fps game then? Or do all the clients simply run like 1 or 2 ticks behind the server so you can interpolate between 2 known points? As you can see I still have a lot to learn, which is why I'm commenting under an article like this one ;)
null
0
1491159759
False
0
dfqkd3g
t3_62yl50
null
null
t1_dfqgp7j
null
1493733711
1
t5_2fwo
null
null
null
null
ericlathrop
null
It does. I'm currently building a game using it.
null
0
1491159829
False
0
dfqkf2k
t3_62z7p7
null
null
t1_dfqkavw
null
1493733736
2
t5_2fwo
null
null
null
null
jackssingleton
null
Hi all, I'm the author -- thanks for reading and for all your feedback! I'd like to address the attitude of some of the highest voted comments... > hawleyal - 174 points: "Or you know, don't put data in cookies except the session tokens ..." > FearlessFreep - 91 points: "... if you're a newb and have not been paying attention at all the last ten years, you might have a problem ..." > JWooferZ - 56 points: "This is silly. Tl;dr "If you don't change the secret in the application ..." Programmers in general have a tendency to act like know-it-alls, and security people even more so. But being condescending and holding your knowledge above others is a great way to create a toxic environment. People will dread talking to you, and probably start to dread thinking about security in general. That's not the kind of environment I like to work in.... The aim of this article is to raise awareness about what can happen if application secrets become publicly known, the target audience is developers who may not have any security knowledge (which is unfortunately extremely common!). While it may sound silly, secret key disclosure is an extremely common issue. Here are just a few examples: * [GitHub Enterprise static application secret](http://exablue.de/blog/2017-03-15-github-enterprise-remote-code-execution.html) * [Let's Encrypt GitHub API Key](https://community.letsencrypt.org/t/github-api-key-leak-may-16-2016/16032) * [Uber database key](https://arstechnica.com/security/2015/03/in-major-goof-uber-stored-sensitive-database-key-on-public-github-page/) Key management is a difficult problem, and awareness is a big part of the solution. I personally find application security fun and interesting, and I'd like others to see it that way too... not feel like idiots.
null
0
1491159909
1491160173
0
dfqkhal
t3_62ul90
null
null
t3_62ul90
null
1493733766
3
t5_2fwo
null
null
null
null
WittyAdrian
null
Do most games use interpolation these days? Basically always being 1 tick or such behind the server?
null
0
1491159967
False
0
dfqkiun
t3_62yl50
null
null
t1_dfq9cfw
null
1493733788
3
t5_2fwo
null
null
null
null
sultry_somnambulist
null
the reason why twitch is more attractive is because they don't yet have to cover the infrastructure costs that youtube has. Youtube is not profitable. 99% of what they host is barely monetisable, but that is precisely what users demand of the platform. This is why, at the moment, Twitch can offer more generous conditions. As soon as everybody and their uncle flock to twitch, they will run into the same problem.
null
0
1491159968
False
0
dfqkiv8
t3_62zdsh
null
null
t1_dfqchyy
null
1493733788
5
t5_2fwo
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bumblebritches57
null
It's a chicken an egg problem to cross compile rust for another platform when that's PRECISELY WHY LLVM WAS BUILT IN THE FIRST PLACE?
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1
1491160000
False
0
dfqkjqf
t3_62wye0
null
null
t1_dfq7n36
null
1493733800
0
t5_2fwo
null
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tambry
null
I guess you're kinda right about it being a wrapper, but I'd still consider at an alternative considering how many features it has nowadays - it has its own whole language along with loops, variables and everything. You more or less only generate something into the eventual build files only if you call functions that do such things.
null
0
1491160114
False
0
dfqkmw2
t3_62zk1i
null
null
t1_dfqhhyk
null
1493733842
2
t5_2fwo
null
null
null
null
bumblebritches57
null
When you say stop using malloc can you explain why? I remember hearing that back when I first started out so I only used calloc, but I don't know what the problems actually are.
null
0
1491160116
False
0
dfqkmyc
t3_62wye0
null
null
t1_dfqe6l8
null
1493733842
1
t5_2fwo
null
null
null
null
GoTheFuckToBed
null
There is a video somewhere on the web where Halo devs explain where they hide the latency.
null
0
1491160145
False
0
dfqknrs
t3_62yl50
null
null
t3_62yl50
null
1493733854
5
t5_2fwo
null
null
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null
bumblebritches57
null
So how do you pass around pointers? can you have multiple instances of structs then?
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0
1491160153
False
0
dfqknzx
t3_62wye0
null
null
t1_dfpr0e0
null
1493733857
-1
t5_2fwo
null
null
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null
Xdes
null
All those concepts are cool and all, but most programming jobs won't need them. There are probably only hundreds of companies that work on any actual software engineering, so if you want to work at one of them then you will take the necessary extended knowledge into account.
null
0
1491160225
False
0
dfqkpzq
t3_62xwba
null
null
t1_dfqivew
null
1493733883
2
t5_2fwo
null
null
null
null
saevarb
null
"Imperative" and "mutable" are not synonyms.
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0
1491160235
False
0
dfqkq8k
t3_62yl50
null
null
t1_dfq5t3b
null
1493733886
31
t5_2fwo
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null
aullik
null
possible. At least if people try to bring their videos and millions of daily vlogs to twitch. I think twitch will make people pay for videos tho. Specially if people want to to persist.
null
0
1491160295
False
0
dfqkrxs
t3_62zdsh
null
null
t1_dfqkiv8
null
1493733912
0
t5_2fwo
null
null
null
null
pheonixblade9
null
really it's just a retcon, I just didn't know how to spell phoenix when I was 11 years old
null
0
1491160303
False
0
dfqks5k
t3_62n15u
null
null
t1_dfqfj93
null
1493733915
1
t5_2fwo
null
null
null
null
bumblebritches57
null
> only works on Linux So it's useless? great to know.
null
0
1491160317
False
0
dfqksju
t3_62zk1i
null
null
t1_dfqf02i
null
1493733921
-21
t5_2fwo
null
null
null
null
Anon49
null
Yes, Interpolation delay. Best case you're exactly one tick behind (Usually its set to a bit more because your ping is fluctuating, you want to make sure your client always has these two points, and if a packet is a bit late you don't have the information to continue, and either freeze or predict (Most new games understand that predicting is pretty shitty) that they continued at a straight line. This is a good video showing it: https://youtu.be/6EwaW2iz4iA?t=120 Check the source engine developer wiki. Very short and straight to the point articles there. These implementations are considered standard and are used in all major FPS games. https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Check also on the bottom of the page: "Prediction, Interpolation, Lag compensation".
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0
1491160342
1491160628
0
dfqkta5
t3_62yl50
null
null
t1_dfqkd3g
null
1493733930
2
t5_2fwo
null
null
null
null
spazgamz
null
You have time frame structures representing bits of state and then make tick return a new frame from the old ones. WorldFrame tick(oldWorldFrame, inputFrame, remoteUpdateFrame); Then, in an FP language such as haskell you would use (in C-like pseudo code) listOfWorldFrames = scanl(tick, initialWorldFrame, listOfChanges); where listOfChanges is a zipped up list of local input frames and remote update frames. So it's actually quite simple. World state over time is the list of world frames scanl'd beginning with an initial frame and a list of all inputs. Btw, tick() is actually referred to as a "difference function" in signal processing. X [t] = f (X [t-1], ...). Armed with this knowedge you can use any technique that works for signal processing such as arrow functions. The Hudak book "Haskell School of Expression" has a great chapter on FRP. Though FRP is something different than what I show here, the setup for that shows how to place a pure function such as scanl into the IO monad while treating a stream of input as a pure list. The core logic of the game can remain pure.
null
0
1491160372
False
0
dfqku44
t3_62yl50
null
null
t1_dfq4yqq
null
1493733941
3
t5_2fwo
null
null
null
null
maryjayjay
null
Not really. Yaml is a syntax independent of the grammar you're expressing in it. Your grammar is natural to you because you invented it. Makefiles are natural to millions of programmers because they invested time to learn it.
null
0
1491160477
False
0
dfqkx1h
t3_62zk1i
null
null
t1_dfq9nkb
null
1493733980
16
t5_2fwo
null
null
null
null
LtAramaki
null
Yeah... I definitely didn't mean to say "mutable code", I meant to say "imperative code". ^/s Seriously, though, give me an example of a mainstream language that can be considered "imperative" & has strict immutability. For the record, functional languages are considered an example of "declarative programming".
null
0
1491160565
1491164604
0
dfqkzig
t3_62yl50
null
null
t1_dfqkq8k
null
1493734013
-10
t5_2fwo
null
null
null
null
WittyAdrian
null
Would being a few ticks behind, say 5 or even 10, reduce the impact of lag? Because you could just retrieve the tick number from the server and interpolate depending on what the last received tick was, if there happen to be any missing. Is there a clear advantage to being as close as possible to the server, say 1 tick behind?
null
0
1491160627
False
0
dfql191
t3_62yl50
null
null
t1_dfqkta5
null
1493734037
1
t5_2fwo
null
null
null
null
suiradx
null
Rust
null
0
1491160645
False
0
dfql1ql
t3_62yl50
null
null
t1_dfqkzig
null
1493734043
4
t5_2fwo
null
null
null
null
RoGryza
null
> I think **simpler** alternatives should exist.
null
0
1491160698
False
0
dfql398
t3_62zk1i
null
null
t1_dfqa2zx
null
1493734063
8
t5_2fwo
null
null
null
null
indigothroat
null
While explaining what are interfaces, you mentioned , "It is a feature of Java where all the methods in it are abstract methods." . Well, its not true anymore with Java 8. In Java 8, you can provide default implementations for methods in your interfaces.
null
0
1491160712
False
0
dfql3nv
t3_631b1q
null
null
t3_631b1q
null
1493734069
3
t5_2fwo
null
null
null
null
LtAramaki
null
Are you kidding me, Rust literally has a `mut` keyword to declare mutable variables and references. It also has structures like Cell that are mutable by default. Try again.
null
1
1491160823
1491161283
0
dfql6pi
t3_62yl50
null
null
t1_dfql1ql
null
1493734109
6
t5_2fwo
null
null
null
null
Eirenarch
null
"Popular with .NET devs" means that in the set of .NET devs Codeplex was popular. The statement will still be true even if there are just two .NET developers in the world. And yes, .NET is super popular. Like 8th on GitHub.
null
0
1491160831
False
0
dfql6xt
t3_62n5mx
null
null
t1_dfqk0hn
null
1493734112
3
t5_2fwo
null
null
null
null
Tarmen
null
This is mostly relevant for dsl's because a being tagless allows you to skip building the ast before evaluating. You might be interested in the tagless final representation. You basically create traits for all the parts of your dsl and those functions all evaluate to Self, your representation. This means you can mix different traits if you want to extend your dsl and implement them for different types if you need different interpreters. In the end you can specialize everything and you never even construct an enum. You need higher kinded types to do the seriously cool stuff so you can miss out because of rusts type system, though.
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0
1491160832
1491161454
0
dfql6ya
t3_62wye0
null
null
t1_dfqj5s3
null
1493734113
2
t5_2fwo
null
null
null
null
mmstick
null
If by pointers you mean unsafe raw pointers like `*const T` and `*mut T`, no one passes these around unless they are working at the FFI layer to export/import functions to and from the C ABI, or you are writing a low level data structure that for some reason needs unsafe raw pointers (even then, highly questionable). If by pointers you mean references aka fat pointers, references are passed as they do in all other languages, with the & sigil, to avoid deep copies. Only difference is that the borrow checker will ensure that you do not simultaneously own an overlapping `&mut T` and `&T` at the same time, but you can have as many overlapping `&T` references as you want. You can have multiple intances of structs. Not sure why anyone would think that they cannot.
null
0
1491160835
False
0
dfql71w
t3_62wye0
null
null
t1_dfqknzx
null
1493734114
7
t5_2fwo
null
null
null
null
paholg
null
In what world do you think that was even a slightly productive comment?
null
0
1491160896
False
0
dfql8p3
t3_62zk1i
null
null
t1_dfqksju
null
1493734135
9
t5_2fwo
null
null
null
null
tambry
null
I'd consider being cross-platform a huge simplification over writing different build scripts for many different platforms.
null
0
1491160943
False
0
dfql9xq
t3_62zk1i
null
null
t1_dfql398
null
1493734153
3
t5_2fwo
null
null
null
null
burntsushi
null
This is a phenomenal paper on the topic, for those that want to follow along at home: http://okmij.org/ftp/tagless-final/course/lecture.pdf cc /u/frenris /u/gnuvince
null
0
1491161070
False
0
dfqldmf
t3_62wye0
null
null
t1_dfql6ya
null
1493734203
5
t5_2fwo
null
null
null
null
Uhitsagrutoo
null
Latency based routing for DNS is a very different solution than this. Or fixed DNS records with anycast'ed IP addresses. Many ways to skin that cat.
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0
1491161085
False
0
dfqle1a
t3_62vx64
null
null
t1_dfqct4s
null
1493734208
1
t5_2fwo
null
null
null
null
kibwen
null
The grandparent is incorrect, Rust has official, stable support for dozens of platforms, thanks to LLVM: https://forge.rust-lang.org/platform-support.html . Even Tier 3 platforms often have explicit code to support them in the compiler. If the grandparent was specifically talking about Tier 1 support on non-x86 platforms, ARM support for Linux and Android is being upgraded to Tier 1 within the next two releases.
null
0
1491161155
False
0
dfqlfzj
t3_62wye0
null
null
t1_dfqkjqf
null
1493734235
10
t5_2fwo
null
null
null
null
burntsushi
null
The existence of cross compilation for platform `X` is not sufficient to declare platform `X` as tier 1. See: https://forge.rust-lang.org/platform-support.html
null
0
1491161159
False
0
dfqlg4i
t3_62wye0
null
null
t1_dfqkjqf
null
1493734237
6
t5_2fwo
null
null
null
null
markusmeskanen
null
Thus "that much" instead of just "doens't matter". > The more precision and action the game requires, the more it matters.
null
0
1491161193
False
0
dfqlh1y
t3_62yl50
null
null
t1_dfqh5nw
null
1493734249
2
t5_2fwo
null
null
null
null
saevarb
null
You can write imperative code in Haskell. Monads are for sequencing computations. My point was just that "pure and immutable" and "imperative" are not antonyms and can definitely coexist in a language.
null
0
1491161228
False
0
dfqli1s
t3_62yl50
null
null
t1_dfqkzig
null
1493734262
24
t5_2fwo
null
null
null
null
BarMeister
null
It's called "shooter's advantage". Ow devs removed it for high ping players because it was causing people with low ping that were being shot to die exactly like you said, as well as it could cause high ping players to dodge shots.
null
0
1491161268
False
0
dfqlj64
t3_62yl50
null
null
t1_dfqj3e1
null
1493734277
7
t5_2fwo
null
null
null
null
Anon49
null
>Is there a clear advantage to being as close as possible to the server, say 1 tick behind? On fast paced FPS games, every extra delay is huge. The sooner you see stuff the faster you can react, and since everyone has somewhat the same reaction time, every extra millisecond is going to count. Old Source games (TF2, CS:S, L4D) were designed to the internet of the 2000s, defaulted to 100ms of delay. Casual players are not going to feel the difference, why make them see jittery movement when their internet screws up a little? Competitive players however always turn that down to the minimum. Overwatch adjusts it automatically. If your ping fluctuates a lot it goes up. I've almost never seen it at more than 21ms (on a 60hz server, that's a 5ms window for ping fluctuations), though I have a pretty stable Internet connection.
null
0
1491161268
1491161628
0
dfqlj6e
t3_62yl50
null
null
t1_dfql191
null
1493734277
1
t5_2fwo
null
null
null
null
ElCerebroDeLaBestia
null
Rewrite your comment in Rust.
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0
1491161305
False
0
dfqlk8r
t3_62yl50
null
null
t1_dfql6pi
null
1493734291
25
t5_2fwo
null
null
null
null
[deleted]
null
[deleted]
null
0
1491161426
False
0
dfqlnmx
t3_62zdsh
null
null
t1_dfqchyy
null
1493734336
0
t5_2fwo
null
null
null
null
to_be_deleted_soon
null
How about you make a title that isn't clickbait? Try again
null
0
1491161495
False
0
dfqlpn5
t3_62weyo
null
null
t3_62weyo
null
1493734363
-1
t5_2fwo
null
null
null
null
LtAramaki
null
A more accurate statement would be that Haskell code can generate imperative code (in monads like IO), not that you can write imperative Haskell. Pure Haskell and imperative IO commands don't "coexist in a language" as much as it's one language used to define statements for another. What I'm saying isn't even controversial, it's simply how Haskell works. Think about the IO monad as you producing JavaScript code in Haskell, and then sending it off elsewhere to a JS runtime to run. It's not a demonstration of "pure, immutable, imperative" co-existing in any way.
null
0
1491161544
1491161745
0
dfqlr03
t3_62yl50
null
null
t1_dfqli1s
null
1493734382
-15
t5_2fwo
null
null
null
null
couldntleaveblank
null
It's about 1 tick per second. A trick you can do is rig and equip certain ships to align to something in under two seconds. The counter to this is to live next door to the servers. Example: I enter a system from a stargate, cloaked, and an instalocking destroyer or cruiser is waiting. With good ping I'll never get caught as long as my align time is <2.00 seconds ships can lock me but I warp away before a warp scrambler can prevent me from entering warp. However if I'm at a 1.9 second align time with high ping I can get caught every time by someone in the UK or closer to the servers. I've even got caught with an instant align interceptor by an instalocking destroyer and was reimbursed by CCP for the loss.
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0
1491161743
False
0
dfqlwlx
t3_62yl50
null
null
t1_dfq6j34
null
1493734456
6
t5_2fwo
null
null
null
null
Anon49
null
Shame, actually never heard of "Distributed Simulation" in video games.
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0
1491161752
False
0
dfqlwu8
t3_62yl50
null
null
t1_dfqk5l5
null
1493734459
1
t5_2fwo
null
null
null
null
BarMeister
null
True, but it doesn't need as much as FPS's. SC2 is 16Hz, Dota 2 is 30Hz.
null
0
1491161769
False
0
dfqlxce
t3_62yl50
null
null
t1_dfqh5nw
null
1493734466
2
t5_2fwo
null
null
null
null
UglyLiar
null
According to the Internet Archive copies of the channel homepage at https://web-beta.archive.org/web/*/https://www.youtube.com/channel/UCJYhP1lceSUc1bg0LRBUvqA the channel disappeared on 11 January, 2017. The day before still is available in the archive. Which is only useful to see when it was taken offline, the videos are of course not archived there. Only the channel homepage seems archived at all. Since it's been over two months it's unlikely this is going to come back I would say? Who owned that channel anyway? Too bad I can't see the "About" page in the archive.
null
0
1491162009
1491162254
0
dfqm45n
t3_62zdsh
null
null
t3_62zdsh
null
1493734557
7
t5_2fwo
null
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kylevedder
null
Yeah, that's what I figured. I do understand that some people don't like the fact that there seems to be a very vocal minority that does drive-bys and says "write it in Rust" for everything, so I was curious if they had an issue with the community, if they had insight into a technical shortcoming (lack of `self` lifetime for example), or if they were just a troll.
null
0
1491162040
False
0
dfqm50m
t3_62oqiw
null
null
t1_dfpzc9t
null
1493734568
1
t5_2fwo
null
null
null
null
zemmekkis
null
How does a game like League of Legends sync state? Is it roughly the same manner or do they use techniques like encrypting the state client side?
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0
1491162042
False
0
dfqm51j
t3_62yl50
null
null
t3_62yl50
null
1493734569
1
t5_2fwo
null
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null
WittyAdrian
null
But like, if every player is 10 ticks behind the server, wouldn't that feel to the players as if everything is just going smooth? Or am I missing something there?
null
0
1491162043
False
0
dfqm535
t3_62yl50
null
null
t1_dfqlj6e
null
1493734569
1
t5_2fwo
null
null
null
null
IamaRead
null
This thread and others show that there isn't currently a perfect and ready solution. This deserves continued attention.
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0
1491162047
False
0
dfqm576
t3_62zk1i
null
null
t1_dfq6fe4
null
1493734571
3
t5_2fwo
null
null
null
null
Smoke_Max
null
Interpolation is mostly used for games where next game states are not so predictable (like most FPSes). Someone walking to the right can suddenly start going left. Doing this with extrapolation generates a lot of prediction errors. So developers choose to provide a smooth experience with the drawback that what you see is actually slightly in the past from when it happened (in the server). Games like racing games, like the example I gave previously, do not have cars suddenly going backwards, so extrapolation can be applied with less prediction errors happening (but a few can still happen, if the car hits a wall for example).
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0
1491162090
False
0
dfqm6az
t3_62yl50
null
null
t1_dfqkiun
null
1493734585
6
t5_2fwo
null
null
null