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Thread: Devs on the Forum | Forums

  1. #11
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    Quote Originally Posted by Klaue_ View Post
    So the answer would be nope, there is no easy way to example networking and interpolation at once.
    I kinda figured that would be the answer...

    Quote Originally Posted by Klaue_ View Post
    But the good thing, if you understand interpolation you can use it for some other things as well.
    I have seen and used linear interpolation before, but I never really found another use for it then to draw some curves on screen (as far as I can remember).
    It seems I have to look into it a bit more.


    I thank you anyway

    and please don't kill me
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  2. #12
    My questions to the devs... (sorry, not as technical as previous questions - just curiousity here.. hope you don't mind!)

    1) Is class balancing giving you all migraines yet? If not, what statistics do you use as a baseline to work this out?
    2) Are maps deigned to create a 'front line' naturally promoting teamplay to 'push forward' together, and if so (and if a map doesn't appear to acheive this sufficiently i.e allowing a more 'fragfest' environment), do you ever revisit the existing map design to tweak it?
    3) Which class is your own personal favourite, and why?
    4) What would YOU like to see added into the game, that currently isn't?
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  3. #13
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    Quote Originally Posted by Big_Ghost_Daddy View Post
    I have seen and used linear interpolation before, but I never really found another use for it then to draw some curves on screen (as far as I can remember).
    It seems I have to look into it a bit more.


    I thank you anyway
    As with all knowledge and experience, if you look behind the obvious, you can figure out what is the base of a result and mybe get a clue of the process or mechanic that was applyed. Then its just a tiny step to adapt the mechanics that lead to a result, just with other basic input. Often you have to customize the interfaces for in- and output as well as the handling, but the logic/dogma stays mostly the same.


    For interpolation you are able to draw a whole graph just with some known points. But what means that?
    Its a predictive way to progress data so you can guess points between two or more known points. So what you are doing you are guessing the closest next neighbor.

    Now comes the clue of this. Now you are able to guess the closes neighbor and almost any scale you use, no matter if you draw points every 1mm or 0.001mm.
    And ... now ... ?

    Now you know that you can calculate missing things(not necessarily 2D-Points) for a sampling rate af your choice.
    In games the sampling rate can be dependent on when you receive data from the server/coordinator or other hosts(depending on the networking-architecture).

    A very simple abstract example:
    If imagine you are a client on a game field, likely to receive every 100ms packages from the players or units position on the field and you also know your units or players are likely to move constantly 1 meter within this timespan. You as the client now only able to display the known possition, you will only see the units warpping around 1 meter every 100ms.
    To display motions and actions smoothly you have to guess positions of where the unit could be to compensate the lag and fill the cap between known data.

    In games with time-critical gameplay events its of course much more complex, not only to calculate the best guess by using a good function (adaptation iam talking of before) but to deal with other ugly things like package loss and uglyer, self made stuff.


    I hope that was understandable.
    Have a nice weekend.

    BB
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  4. #14
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    Quote Originally Posted by Klaue_ View Post
    I hope that was understandable.
    Have a nice weekend.

    BB
    I somewhat understand it.

    Since interpolation is between points, is it also used to guess a next position?

    I am currently working on an AI (navigation mesh) and I think interpolation could prove useful, but I can't really think of other situations in games (besides in AI and networking), where it would be used.

    A good weekend to you too
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  5. #15
    Ghost Recon Online Dev bingkun's Avatar
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    Quote Originally Posted by SonicGearEvo View Post
    My question for the designers:
    1. Will the game have more than 10 maps?
    2. Will there be more customizations? for gears and cosmetics. To be honest, I would buy something if it will make me look bad-***!
    3. I am curious if the game will have ladders like those in Starcraft (diamond, gold, bronze leagues) to determine the skill level and I hope there is a clan based ladder ranking, that would be nice!
    4. Whenever I want to buy a weapon, I want to test and try it first to see whether it fits my style well. Are you guys adding a firing range or something to test things before and after a purchase?
    5. Can I assume that there will be new abilities and more weapons in the game?
    6. and last question, how many female devs are there? Including Nickole and Bing Kun
    Not an official reply to your questions, but I'm a guy
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  6. #16
    Quote Originally Posted by bingkun View Post
    Not an official reply to your questions, but I'm a guy
    Oops..Sorry
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  7. #17
    Have you got a plan to make the Game like friendlier to Less Powerful PCs.
    Most F2P games have low system requirements so that the Player Base can increase
    My Old Pentium 4 with 1 gig of ram cant run it.The only thing compatible is my 9400 GT Card.

    Just giving an example here--Warface for example is planned to be able to run on virtually any pc .
    TF2 for instance has rather low reqs.

    I'll appreciate and official answer on this
    Thanks
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  8. #18
    Maps Maps Maps & more Maps been playing for a short time but bored with the same old Maps .. I think you get my driffed i hope
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  9. #19
    Devs can you take a look at the team balancing code as it's pants take a look at the pics and tell me if this come close to being balanced





    And could you please work on a lobby that we can choose what game & map we want to pay not sum algorithm that chucks us into a game

    And in the future can we have games against bots to hone our skills as it would be good to have training games for new members
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  10. #20
    GRO Community Manager Jeeguiguren's Avatar
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    Indeed, the developers are currently working to equalize the playing field so situations such as this don't take place any more.

    As for choosing your maps. This is something which we are looking to implement in a future build along with clan and improved matchmaking features.

    Finally as for the Bots. It would be interesting, yet this being a team play game and not a simple run and shoot game, its implementation would not be of great aid in practicing for real time battles. Although we will take note of this and see if anything can be done.
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