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	<title>Comments for Adam&#039;s Lair</title>
	<atom:link href="http://www.fetzenet.de/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://www.fetzenet.de/blog</link>
	<description>game development and casual madness</description>
	<lastBuildDate>Sun, 10 Mar 2013 16:00:57 +0000</lastBuildDate>
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		<title>Comment on Mailbag: Civilization and ContentRefs by Adam</title>
		<link>http://www.fetzenet.de/blog/?p=1037#comment-1718</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Sun, 10 Mar 2013 16:00:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=1037#comment-1718</guid>
		<description><![CDATA[Hi Ivan,

I’m certainly not a multiplayer expert, but as far as I know physics is a tricky thing to do over network. In a perfectly deterministic game world, all you need to send between client and server is the initial game state and all actions that are performed by the players (user input).
While physics and game logic should in theory be deterministic, they in fact aren’t as soon as a variable time step is introduced during simulation. Duality’s update logic is based on a variable timestep, as well as its physics simulation – so you’ll have to keep an eye on client and server sync regularly.
You can also activate fixed timestep physical simulation in Duality. You’ll find the setting under the “Settings / Application Data” menu in the editor. But be warned: Even though physical simulation will now be deterministic on one machine, as far as I know, this does not hold true for different machines in .Net due to floating point calculations probably being performed differently.

I’d suggest googling a lot before beginning. You should be able to apply any knowledge you find concerning XNA / Farseer Physics to Duality as well.

Regards,
Adam]]></description>
		<content:encoded><![CDATA[<p>Hi Ivan,</p>
<p>I’m certainly not a multiplayer expert, but as far as I know physics is a tricky thing to do over network. In a perfectly deterministic game world, all you need to send between client and server is the initial game state and all actions that are performed by the players (user input).<br />
While physics and game logic should in theory be deterministic, they in fact aren’t as soon as a variable time step is introduced during simulation. Duality’s update logic is based on a variable timestep, as well as its physics simulation – so you’ll have to keep an eye on client and server sync regularly.<br />
You can also activate fixed timestep physical simulation in Duality. You’ll find the setting under the “Settings / Application Data” menu in the editor. But be warned: Even though physical simulation will now be deterministic on one machine, as far as I know, this does not hold true for different machines in .Net due to floating point calculations probably being performed differently.</p>
<p>I’d suggest googling a lot before beginning. You should be able to apply any knowledge you find concerning XNA / Farseer Physics to Duality as well.</p>
<p>Regards,<br />
Adam</p>
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		<title>Comment on Mailbag: Civilization and ContentRefs by Ivan</title>
		<link>http://www.fetzenet.de/blog/?p=1037#comment-1713</link>
		<dc:creator>Ivan</dc:creator>
		<pubDate>Sat, 09 Mar 2013 15:26:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=1037#comment-1713</guid>
		<description><![CDATA[Hey there, i am planing a mltiplayer game where server is authoritative. This is the problem because i need to simulate physics and other stuff on server.

And i was planing to use Duality or XNA. I wold prefer duality because it has nice editor and stuff that i find very helpful.

Do you have any general idea how to pull that off, physics and multiplayey?

Thanks]]></description>
		<content:encoded><![CDATA[<p>Hey there, i am planing a mltiplayer game where server is authoritative. This is the problem because i need to simulate physics and other stuff on server.</p>
<p>And i was planing to use Duality or XNA. I wold prefer duality because it has nice editor and stuff that i find very helpful.</p>
<p>Do you have any general idea how to pull that off, physics and multiplayey?</p>
<p>Thanks</p>
]]></content:encoded>
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		<title>Comment on FlightSim: More pretty pictures by Adam</title>
		<link>http://www.fetzenet.de/blog/?p=671#comment-1556</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Mon, 16 Jul 2012 20:28:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=671#comment-1556</guid>
		<description><![CDATA[Yes.]]></description>
		<content:encoded><![CDATA[<p>Yes.</p>
]]></content:encoded>
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	<item>
		<title>Comment on FlightSim: More pretty pictures by startradeirrer</title>
		<link>http://www.fetzenet.de/blog/?p=671#comment-1552</link>
		<dc:creator>startradeirrer</dc:creator>
		<pubDate>Mon, 16 Jul 2012 08:38:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=671#comment-1552</guid>
		<description><![CDATA[Nice
Is this a Flight-Simulator?
mfg startradeirrer]]></description>
		<content:encoded><![CDATA[<p>Nice<br />
Is this a Flight-Simulator?<br />
mfg startradeirrer</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Stacking stuff by Adam</title>
		<link>http://www.fetzenet.de/blog/?p=648#comment-1493</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Sat, 05 May 2012 12:17:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=648#comment-1493</guid>
		<description><![CDATA[Hi startradeirrer,

klar, dein Nickname sagt mir noch was. Was StarTrade angeht muss ich dich aber leider enttäuschen, da ich nach so vielen Jahren mich leider erst selbst wieder einarbeiten müsste, um dir die Frage beantworten zu können - und dafür fehlt mir gerade (hauptsächlich studienbedingt ) die Zeit. Da musst du wohl selbst ein wenig Forschungsarbeit betreiben ;)

PS: Nächstes Mal verwende für sowas besser das Kontaktformular unter &quot;Contact&quot;, thematisch passt dein Post hier ja nicht wirklich hin ;)]]></description>
		<content:encoded><![CDATA[<p>Hi startradeirrer,</p>
<p>klar, dein Nickname sagt mir noch was. Was StarTrade angeht muss ich dich aber leider enttäuschen, da ich nach so vielen Jahren mich leider erst selbst wieder einarbeiten müsste, um dir die Frage beantworten zu können &#8211; und dafür fehlt mir gerade (hauptsächlich studienbedingt ) die Zeit. Da musst du wohl selbst ein wenig Forschungsarbeit betreiben <img src='http://www.fetzenet.de/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>PS: Nächstes Mal verwende für sowas besser das Kontaktformular unter &#8220;Contact&#8221;, thematisch passt dein Post hier ja nicht wirklich hin <img src='http://www.fetzenet.de/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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	<item>
		<title>Comment on Stacking stuff by startradeirrer</title>
		<link>http://www.fetzenet.de/blog/?p=648#comment-1492</link>
		<dc:creator>startradeirrer</dc:creator>
		<pubDate>Sat, 05 May 2012 10:43:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=648#comment-1492</guid>
		<description><![CDATA[Hi Adam. Ich weiß du sprichst eigentlich Englisch aber ich bin halt nicht so gut in Englisch und Google Übersetzer bildet da nur irgendeinen Satz. Vielleicht kennst du mich noch vom Star Trade Forum. Ich war der, der damals nach der ColShape fragte und jetzt wollte ich dich 2 Sachen fragen: 1.: Wie ändere ich die Credits um? 2. Ich hab wieder vergessen wie das mit den ColShapes geht :D
ich hoffe du meldest dich :)
mfg startradeirrer
PS: Ich hab endlich nen Mod hinbekommen :D]]></description>
		<content:encoded><![CDATA[<p>Hi Adam. Ich weiß du sprichst eigentlich Englisch aber ich bin halt nicht so gut in Englisch und Google Übersetzer bildet da nur irgendeinen Satz. Vielleicht kennst du mich noch vom Star Trade Forum. Ich war der, der damals nach der ColShape fragte und jetzt wollte ich dich 2 Sachen fragen: 1.: Wie ändere ich die Credits um? 2. Ich hab wieder vergessen wie das mit den ColShapes geht <img src='http://www.fetzenet.de/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
ich hoffe du meldest dich <img src='http://www.fetzenet.de/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
mfg startradeirrer<br />
PS: Ich hab endlich nen Mod hinbekommen <img src='http://www.fetzenet.de/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Comment on A custom PropertyGrid by simon</title>
		<link>http://www.fetzenet.de/blog/?p=452#comment-699</link>
		<dc:creator>simon</dc:creator>
		<pubDate>Sat, 22 Oct 2011 00:44:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=452#comment-699</guid>
		<description><![CDATA[I&#039;m sure it has it&#039;s purpose, but a bit too homemade look to be a popular control imho. 

I think a very nice control would be a DataGridView that looks exactly like the PropertyGrid (at least except for the property selection column), to fall immidiately into a mainstream accept of visual style, but allows custom adding of properties by any non-marked-up class. And which handles basic types, like for example Color to pop up the full ColorDialog, as it&#039;s a real drag that does not show on the PropertyGrid. 

Anyway, thanks for the code!]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m sure it has it&#8217;s purpose, but a bit too homemade look to be a popular control imho. </p>
<p>I think a very nice control would be a DataGridView that looks exactly like the PropertyGrid (at least except for the property selection column), to fall immidiately into a mainstream accept of visual style, but allows custom adding of properties by any non-marked-up class. And which handles basic types, like for example Color to pop up the full ColorDialog, as it&#8217;s a real drag that does not show on the PropertyGrid. </p>
<p>Anyway, thanks for the code!</p>
]]></content:encoded>
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		<title>Comment on GameObject Doublebuffering by ComNik</title>
		<link>http://www.fetzenet.de/blog/?p=161#comment-15</link>
		<dc:creator>ComNik</dc:creator>
		<pubDate>Mon, 29 Nov 2010 19:31:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=161#comment-15</guid>
		<description><![CDATA[&quot;haven’t spent much thought about that yet as it doesn’t yet affect any design descisions.&quot;

Component based ftw :D

Never heard of the Unity 3D approach -&gt; reading.

And major props at your reaction time btw oO]]></description>
		<content:encoded><![CDATA[<p>&#8220;haven’t spent much thought about that yet as it doesn’t yet affect any design descisions.&#8221;</p>
<p>Component based ftw <img src='http://www.fetzenet.de/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Never heard of the Unity 3D approach -&gt; reading.</p>
<p>And major props at your reaction time btw oO</p>
]]></content:encoded>
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		<title>Comment on GameObject Doublebuffering by Adam</title>
		<link>http://www.fetzenet.de/blog/?p=161#comment-14</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Mon, 29 Nov 2010 19:25:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=161#comment-14</guid>
		<description><![CDATA[I haven&#039;t thought about that one much yet. However, the &quot;OpenTK&quot;-Approach would be an option and not a bad one. 

An alternative would be not having any Program class or even Main function as all the code a user needs to write will be located in custom Components or classes directly or indirectly triggered by engine-wide events. The engine would load the users code as a .dll file, then some general .ini data followed by the initial game scene. That game scene may be a main menu or intro. In this approach (Check out Unity3D, that&#039;s pretty much it) the main device for developing the game is the engine&#039;s editor, although strongly linked to the users IDE of choice.

It might also be a combination of both. I haven&#039;t spent much thought about that yet as it doesn&#039;t yet affect any design descisions.]]></description>
		<content:encoded><![CDATA[<p>I haven&#8217;t thought about that one much yet. However, the &#8220;OpenTK&#8221;-Approach would be an option and not a bad one. </p>
<p>An alternative would be not having any Program class or even Main function as all the code a user needs to write will be located in custom Components or classes directly or indirectly triggered by engine-wide events. The engine would load the users code as a .dll file, then some general .ini data followed by the initial game scene. That game scene may be a main menu or intro. In this approach (Check out Unity3D, that&#8217;s pretty much it) the main device for developing the game is the engine&#8217;s editor, although strongly linked to the users IDE of choice.</p>
<p>It might also be a combination of both. I haven&#8217;t spent much thought about that yet as it doesn&#8217;t yet affect any design descisions.</p>
]]></content:encoded>
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	<item>
		<title>Comment on GameObject Doublebuffering by ComNik</title>
		<link>http://www.fetzenet.de/blog/?p=161#comment-13</link>
		<dc:creator>ComNik</dc:creator>
		<pubDate>Mon, 29 Nov 2010 19:02:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.fetzenet.de/blog/?p=161#comment-13</guid>
		<description><![CDATA[It is definitley a cool idea. But what about memory usage? Imo the difference between Threading Update Loops and memory usage wont be that much of a payoff. I think the usual way of threading parts of an engine like Rendering, Physics, Sound etc.. will have a much larger speed up, especially with the component based architecture. Ideally each component is independent from all the others (ideally..) and is managed by a subsystem (renderer or whatever). The subsystem would run in another thread and woul just update the component of the game object. 

But ofcourse that has to be proven by tests.

A question in general (as I&#039;m not that experienced with engine design and c#):

How would a Programm class in your Engine look like?

I would have a construct like (btw is there a code tag here?)

[code]
namespace MyGame {
    class CoolGame : EngineGame {
         
         public void Main(){
              //blabla
         }

    }
}
[/code]

With OpenTK EngineGame would be GameWindow or some engine class inherited from it. The rest of the engine would be used like Physics.DoStuff().

Whats your opinion on that?

Thanks, very interesting blog and sry for the very long comment ^.^]]></description>
		<content:encoded><![CDATA[<p>It is definitley a cool idea. But what about memory usage? Imo the difference between Threading Update Loops and memory usage wont be that much of a payoff. I think the usual way of threading parts of an engine like Rendering, Physics, Sound etc.. will have a much larger speed up, especially with the component based architecture. Ideally each component is independent from all the others (ideally..) and is managed by a subsystem (renderer or whatever). The subsystem would run in another thread and woul just update the component of the game object. </p>
<p>But ofcourse that has to be proven by tests.</p>
<p>A question in general (as I&#8217;m not that experienced with engine design and c#):</p>
<p>How would a Programm class in your Engine look like?</p>
<p>I would have a construct like (btw is there a code tag here?)</p>
<p>[code]<br />
namespace MyGame {<br />
    class CoolGame : EngineGame {</p>
<p>         public void Main(){<br />
              //blabla<br />
         }</p>
<p>    }<br />
}<br />
[/code]</p>
<p>With OpenTK EngineGame would be GameWindow or some engine class inherited from it. The rest of the engine would be used like Physics.DoStuff().</p>
<p>Whats your opinion on that?</p>
<p>Thanks, very interesting blog and sry for the very long comment ^.^</p>
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