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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-10-24 00:00:00Z and 2018-10-25 00:00:00Z
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Sound awesome, will wait for this moment
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@Deleted User would be fine for game core
05:48
lua is pretty damn fast, even without the support of huge companies behind it
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just no, no scriptlanguage is fast
07:10
lua isnt even faster than javascript
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ofc all scripting languages are way slower than "real" languages like c/c++ but the question is whether it actually affects the execution of the program
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the problem is. the gamecore is part of the game loop, so it drastically effects execution (edited)
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oh i guess i didnt see context.. if its running 50x/sec for every tee then it likely would affect execution lol
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not only that, how would the interpolation work? e.g. destroying terrain with a rocket.. that would need to be handled with the lua scripts aswell
07:13
and then its every frame
07:14
are u talking about a mod like this?
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well the mod doesnt matter, it's more of a "how would the client know what to calculate without making it script too" probably heinrich thinks more like the gamecore changes only velocity etc. and these values are then interpolated/handled like now so basically only a small physic change that doesnt create alot of possibilities anyway. Still that would effect execution, bcs lua is easily 30-40 times slower than c (edited)
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oh well in that case yeah i dont think replacing the core game elements with lua would help .. for any reason.. and it would also likely make it slower yes
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a vm would deffs fit better, but even that is still 2x slower probs. It's actually a matter of, if it's worth it, but e.g. as i said a switch from the server, telling the client to use a scrippted core or smth. would give more controll to a possible mod, so not that bad. Still teeworlds deffs has other problems than supporting gamechanging mods xD
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theres already alot of stuff possible with default client in the way of modding, so ye i think for now people can download custom clients if they want huge changes to a mod like the minetee one
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yeah, i still miss a pokemon teeworlds mod, normally everything has a pokemon mod
07:26
atleast we have some race maps with pokemon pics on it xD
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never played pokemon i miss working master-servers more than that xd
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haha
07:28
well too sad we still depend on vanilla soo much, heinrich probs would have fixed so much already :/
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rly? what would be fixed by now if it werent for the need to support vanilla
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a http master server, would atleast block alot of the ddos i guess
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why couldnt this be added anyway? vanilla servers would register to normal masters, ddnet servers would register to both
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well true, if ddnet makes another tab for mods that support this protocol, defenitelly possible i'd say, but this goes too deep in the direction of ddnet admins, they can explain you why probably (edited)
07:31
maybe bcs it's still not fixing vanilla shit xD
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ddnet already has its own master server tho lol, they even have a whole separate section for only ddnet servers so it wouldnt seem so strange to me if they added "servers with http master support" to that tab or something
07:31
ye but lol cant fix someone elses game
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but isnt your problem that your fng server doesnt appear anywhere? how does it help a ddnet exclusive master server exists (edited)
07:32
i meant for all ofc
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well ive had players everyday even since the attacks but yeah noticeably fewer players and some ppl say they cant see it except in favorites
07:33
and i figured because my server is ddnet based i could update it to include whatever http support ddnet adds
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yeah, that's why it probs wouldn't be a bad first step, if 0.7.1 doesnt add this xDDDD
07:34
but if oy keeps up his work, vanilla can definetelly catch up a bit, and then it wouldn't be a bad time to just add 0.7.1 compability
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ye it would be nice, if nothing else i want antiping in 0.7 its by far the best feature on ddnet
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mhh, a real antiping would probs be nice
07:36
not with the 20ms tick offset
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yeah but even the ddnet antiping is beter than nothing imo
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indeed
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wait what do u mean 20 ms offset?
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1000/50
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ive always wondered about ways to possibly improve antiping
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i mean the ticks
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ik a tick is 20ms but
07:37
why is it 1 tick late
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well in theory it can
07:37
or nearly
07:38
basically if your packet comes 1 microsecond too late ;~;
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is this why antiping looks "jumpy"
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nah that's a matter of the ping
07:39
100ms can't predict AD movement
07:39
e.g. pressing both keys whole time xD
07:39
100 ms <- ping
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i play with 120ping always and i think antiping does a pretty good job tbf
07:39
maybe its different for precise movemnts
07:40
also totally irrelevant but do u understand what IntraGameTick is for? o_o
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yeah, but it's like, do you feel a difference in 60hz and 144hz. you just notice it's not perfect xD
07:40
it's the interpolation
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never used 144hz lul
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it feels insanly better imo
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its more like noticing the difference between vsync and no vsync, i cant see it but i can feel it
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i have 144hz
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intra is like the millseconds you have passed since the last tick
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u cant go back to 60hz peasant
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ikr xd
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ah thats what i thought thx
07:41
@Ryozuki 🤑
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its not that expensive
07:41
well idk
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well theoretically you won't be much better between 100hz and 200hz in a game like teeworlds, since its only 50 ticks anyway. tho i think our brain is much better, when it has realistic movements, independend of the reaction it could make
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the way ive heard it explained is that higher fps makes it more likely that the game has a new frame drawn by the time the monitor refreshes because frames arent generated at a consistent rate
07:43
so even if it only refreshes/ticks 50-60x/sec having higher fps can still make a difference
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yes, in the end we could basically discuss, can you feel the difference of 1ms.. and then i would say, we might be able to see it indeed, but that probably isn't game breaking for anyone. actually an interesting topic, bcs ppl always say "we can't do this and that", and 10 years later they are like. dude who says 1ms is no difference xD
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well i dont think its possible to see 1ms difference
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as ryo basically said, once 144hz you never want 60hz again, because then u on the other side
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but it is definitely possible to feel it
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the dark side
07:47
yeah
07:47
talking about time is really time consuming :/
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Pretty late but I'm sure you can get away with having a huge portion of the game loop in lua. Love2D works pretty well and if you ever encounter a performance issue (interpolations) you can offload it to native code with a bridge like React Native has. A VM running optimized bytecode I doubt you could tell apart from benchmarking it.
11:33
Native/scripted hybrid solutions are getting more and more common nowadays and a lot of the performance issues with them are getting solved.
11:34
Regarding improving anti ping, can anyone even read the anti ping code? 😄
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Dumb question xd
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Bojidar Marinov 2018-10-24 11:52:47Z
where is the antiping code anyway
11:53
A developer ASK for that
11:53
Pls remove dev group
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@Bojidar Marinov use search function :)
13:04
i believe in gameclient.cpp but im not sure
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Bojidar Marinov 2018-10-24 13:05:30Z
last time I heard it was spread all over the place
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@Deleted User what do you base your reasoning on?
13:17
I also had that phase where I thought that every script language must be horribly slow
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They are pretty darn slow, but doesn't mean they aren't useful or they aren't suitable for anything
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[quakenet] <breton> i use ddnet client and all ddnet servers are listed for me
14:37
[quakenet] <breton> while the "internet" tab with usual tw is down
14:37
[quakenet] <breton> can i get my server with infclass to the list of ddnet servers?
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Just put them in ur favorite
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[quakenet] <breton> but others won't do so
14:39
[quakenet] <breton> when i said "my server" i meant "a server that i host"
14:41
well if ur server isn't a ddnet server i guess they can't make this
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@heinrich5991 a real time application where performance matters.. Like in games, there is no argument for performance of script languages vs compiled stuff doesn't matter. Sure it seems like nobody needs his 6k fps in teeworlds, but in the end partially implementing scripts will easily kill 1k of that frames. Script languages are good when they have a single task, because ez to use and debug
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Nobody needs 5k fps in any game. We could just render a black screen at a couple thousand fps aswell. We cut from the fps to add things to the game
16:46
AAA games take this all the way to the end where they optimise games to run at no lower then a certain fps target and anything after that is free ball
16:46
Especially on consoles like the PS3 where they optimise to exactly 30fps
16:47
As long as the game looks fluent for everyone it doesn't matter
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Cellegen | HU 2018-10-24 16:48:45Z
we dont need more pfs, we need stabilized fps
🇺 1
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this is it no joke
17:06
frame times are the problem
17:06
microstutter and stuff like that is the worst for a APM game
17:12
@heinrich5991 LUA vs JS in various alogs https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/lua-node.html C vs JS in various algos https://benchmarksgame-team.pages.debian.net/benchmarksgame/faster/gcc-node.html even if they specific algorithms, they wouldnt perform much better in other scenarios (edited)
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@Deleted User lua is heavily used in many games without problems that I'm aware of
17:53
e.g. check out factorio
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but factorio or what ever is probs a simulation
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hm?
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its a simulation game isnt it?
17:56
but not an action game like teeworlds (edited)
19:17
It makes more sense to specifically activate telegun on tiles than to specifically deactivate it.
  • As a player it's easier to find flashy spots than to find plain ones
  • The common usage of the feature seem to be parts that work by teleporting to specific spots. To cheat-proof them, everything else needs to be blocked off. This requires way more tiles than activating those specific spots.
  • Same goes for parts that work by teleporting to other tees or the air (with laser)
  • The tile ma...
19:24
94004b4 Add NoHack2Win as DDRace mod - 12pm
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@Deleted User Factorio is a game
19:26
not a simulation
19:27
a really good game, with so many features
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@Ryozuki using > you can produce quotes on github
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@Deleted User well... a simulation game ofc
20:12
It'S NOT A SIMULATION
20:12
GAME
20:12
dude
20:12
its a simulation game
20:12
did you ever play it? (edited)
20:12
i googled
20:12
play it
20:12
why should wikipedia lie
20:12
you won't say it's a simulation game
20:12
tell me what does it simulate
20:13
NOTHING
20:13
well some work processes it seems
20:13
yeah clicking 3 times to add items in a machine is simulating
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>Factorio is a real-time strategy video game in development by Wube Software.
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technically, all games are simulation (edited)
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>Categories: […] Construction and management simulation games […]
20:14
so the evidence is kinda mixed
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well anyway
20:14
@heinrich5991 I've already played it, I don't know why they think it's a simulation game
20:15
i would say event based scripting is ok, like you finish a quest and some script does some things. but i wouldn't add it to the physics in an action game
20:15
i doubt factorio needs as good fps as tw or csgo (edited)
20:16
if you like to add it to any game do as you want. i just wouldn't like to see it in teeworlds
20:16
factorio = ❤
20:16
+ mods
20:16
= <3<3<3
20:16
@Deleted User u nub u play solo
20:16
hahaha u have no friends
20:16
xD
20:17
I HAve fRienDs
20:17
explain me the word FRIENDS
20:17
!!
20:17
caughed
20:17
20:17
this is a friend
20:17
xD
20:18
he said me he isnt ur friend
20:18
let me ASK HIM, cuz of u I'll have to annoy him while he's coding (edited)
20:19
he said ye i'm his friand
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screen or obvious fake (edited)
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@Deleted User give us a proof!
20:23
20:23
TAKE DAT
20:23
😮
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That's gay as fuck
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xD
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Currently you will always be ported to the middle (?) of the tee, no matter where you hit it. Imo this behaviour doesn't feel right, especially since it shoots you out of the tee. Instead it should be the same as with tiles, i.e. teleport to where you hit the tee. I don't know if Pharice 2 uses the current behaviour, might break the map.
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This would make the feature more dynamic and probably enable cool new parts, especially for solo maps. Not sure what the best implementation would be tho.
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Currently it seems like it doesn't teleport if it hit a telegun-blocker during its lifetime. Imo it should always teleport as long as the last tile it hit was a non-blocked one/telegun-activator.
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docker for windows is seriously such a mess....
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