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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2025-01-26 00:00 and 2025-01-27 00:00
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Pioooooo
This is different because in the kill skip, there is no tick where your tee collide into kill tile
and also there is no check inbetween the two positions for collision detection
00:29
usually it's done with an estimated substep inbetween those two positions, like 25 units for better accuracy, and see if inbetween those substeps would there be an entity which collides with it
00:30
ez fix, but devs don't wanna patch it... it's a feature after all
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Cellegen
usually it's done with an estimated substep inbetween those two positions, like 25 units for better accuracy, and see if inbetween those substeps would there be an entity which collides with it
Actually not just a substep, in many cases there's an analytical solution to see if there was a collision between two entities no matter their relative velocities
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analytical?
01:03
like precise calculations based on different aspects of data?
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sorry, analytic
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I still don't get it :p
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it's a mathematical term, meaning that there's basically a simple (for a certain definition of simple) equation that's easy to solve and it just gives you the solution
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hmmm
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so instead of doing a hundred substeps when your tees are moving at relativistic speeds, you could just solve a single equation and get the position where the collision happens
01:06
for simple shapes like circles (which tees are) and rectangles (which tiles are) the formulas are reasonably easy to derive and cheap to calculate
01:07
of course more expensive than doing a single substep or maybe not doing any substeps at all, but it's just a few math operations
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Maybe Imma look into it myself what kind of examples can achieve less calculations for assumably the same accuracy
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The point here is to get perfect accuracy for a reasonable cost
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I get it, but I don't get what code or system does it like that
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Cellegen
I get it, but I don't get what code or system does it like that
It's basically just geometry
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still don't get you. What system does allow you to have as little calculations as possible with "perfect" accuracy? continue it on #developer or something
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using re-import on images duplicates autorules
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Hey, I have black bars, even when I didn't have them yesterday. Any ideas? Playing stretched res 1750x1080
13:59
black bars are only in games, in windows I can set resolution to stretched and it normally works..
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Maik
Hey, I have black bars, even when I didn't have them yesterday. Any ideas? Playing stretched res 1750x1080
1750x1080 is a non standard resolution ratio, which we dont support black bars are expected i guess
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It worked just fine yesterday
14:24
that's why I am asking
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the stretched resolution works fine on my second monitor somehow, but not on my primary monitor
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new version of ddnet beta : but it's not standart
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Jupstar ✪ 2025-01-26 17:49
download old client and check if it's really related to version
17:49
most likely your network is just bad today
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Jupstar ✪
download old client and check if it's really related to version
thanks it's helped
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Jupstar ✪ 2025-01-26 17:51
now open both clients
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Jupstar ✪
now open both clients
it's strange but lag spikes are there aswell , but default latency showing is better
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Jupstar ✪ 2025-01-26 18:00
mh ok, really weird, maybe the ddos protection gives one client a better route or smth. But i'd be surprised if it's client side
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Jupstar ✪
mh ok, really weird, maybe the ddos protection gives one client a better route or smth. But i'd be surprised if it's client side
maybe it's rus servers
18:01
yes , it's only for rus servers ( it's probably you know why ) didn't had problems before to connect in rus servers .
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