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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 | null | null |
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 | null | null | null |
null | 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? | null | 1 | 1491160000 | False | 0 | dfqkjqf | t3_62wye0 | null | null | t1_dfq7n36 | null | 1493733800 | 0 | t5_2fwo | null | null | null |
null | 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 | null |
null | bumblebritches57 | null | So how do you pass around pointers?
can you have multiple instances of structs then? | null | 0 | 1491160153 | False | 0 | dfqknzx | t3_62wye0 | null | null | t1_dfpr0e0 | null | 1493733857 | -1 | t5_2fwo | null | null | null |
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. | null | 0 | 1491160235 | False | 0 | dfqkq8k | t3_62yl50 | null | null | t1_dfq5t3b | null | 1493733886 | 31 | t5_2fwo | null | null | null |
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".
| null | 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. | null | 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. | null | 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. | null | 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. | null | 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. | null | 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 | null | null |
null | 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? | null | 0 | 1491162042 | False | 0 | dfqm51j | t3_62yl50 | null | null | t3_62yl50 | null | 1493734569 | 1 | t5_2fwo | null | null | null |
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. | null | 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). | null | 0 | 1491162090 | False | 0 | dfqm6az | t3_62yl50 | null | null | t1_dfqkiun | null | 1493734585 | 6 | t5_2fwo | null | null | null |
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