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Mighty Professional

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Everything posted by Mighty Professional

  1. JC's real name is Jay Z and he is currently on tour
  2. You heard it here first folks, JC lost his hands in a dog food canning accident and has had them replaced with synthetic lobsters. No wonder he's not getting much work done.
  3. I heard that Crest crashed the servers with the size of his signature and JC is still trying to recoup the cost in donations.
  4. I heard the source code isn't out yet because JC actually created the entire engine in Visual Basic 6 and is to ashamed to tell the community.
  5. So we all know that releasing the source code takes a lot of work and there are some valid reasons behind why it is not out yet. Or do we? The point of this forum game is to post a vicious rumor about the real reason the source has not come out yet. See post below for an example.
  6. d1xdldvhgcw11.gif

    1. jcsnider

      jcsnider

      That’s......  thats not right...

    2. Oddly

      Oddly

      Yo, you weren't supposed to leak these nudes!

  7. Anyone here play magic the gathering? 

    1. Agoraphobic

      Agoraphobic

      Always! Got my son a Gorgon and Pirate deck in last two weeks.

    2. Oddly

      Oddly

      Was playing Vampire Zombie Tokens last time i was playing commander

  8. The only memes I like are crystal methamphetamemes. 

    1. Oddly

      Oddly

      Meth will give you parkinson's disease, don't fuck with that shit.

    2. Agoraphobic

      Agoraphobic

      Memes are love, Memes are life.

  9. Anyone play? If so drop pics of your characters / gamertags / platform here! My gamertag on Xbox is: Marsh00 https://fortnitetracker.com/profile/xbox/Marsh0000000 Is my account, hit lifetime as I have not yet played season 6. Ill upload my guy tonight if I have time. I suck pretty hard and have never won a game. But I still enjoy it.
  10. Where is get_map_left and get_map_right etc declared?
  11. Why do you have identical shift map code 4 times with just some index's changed? I dont want to read the math there because im lazy but im sure there is a way to do it programatically. Also if your to lazy like I am, just make a function take a matrix and pass in the index's.
  12. Sounds like you have issues with c++, not windows. Though I must admit, a package manager would be damn nice. But that seems like something c++ should have, not force all windows users to have.
  13. Welcome back! Glad to see your doing well in life
  14. Damn, pretty decent!
  15.  

    1. Oddly

      Oddly

      I may actually try this some time.

    2. Beefy Kasplant

      Beefy Kasplant

      Does this work the other way around too?:35_thinking:

  16. http://www.intowindows.com/icon-replacer-replace-application-icons-with-a-click/
  17. You are only sending 1 object. However, that object contains 2 objects. The identifier and the real object. Does godot support that? Also have you read: http://docs.godotengine.org/en/3.0/tutorials/networking/high_level_multiplayer.html ?
  18. That is basically how its done. The only thing I would say is that you should send it all in 1 packet. Simplifies things if a packet gets lost or takes longer or arrives out of order. This is not as big of an issue as it used to be, but UDP does not guarantee order like TCP. Also its just more effective to send 1 packet. I dont know what language you use, but normally I create a enum (number) like JC said. So my code looks a bit like this. int PLAYER_MOVE = 1; int PLAYER_CONNECT = 2; PlayerMoveData { int x; int y; } ConnectData { } Packet { type = PLAYER_MOVE; PlayerMoveData data; } So when I get the packet, I read the first value and then decide what to do with the rest of the information based on what type of packet it is. I am not sure this will translate to the language your using. But if you can try to only read the first bit of the packet to find out the type, then do something with the rest.I do not know java so I cant say how to do it. But here is some mockup code in a c++ ish language. The hardest part of the above is probably reading a partial packet before you know the rest of the information. It is fairly trivial in c++ if that's what you are using. If you have a packet like: void* packetData; you could do: const int* identifier = packetData; if(*identifier == PLAYER_MOVE) { PlayerMoveData* moveData= static_cast<char*>(packetData) + sizeof(int); }
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