Spring library initiative - Page 2

Spring library initiative

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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hokomoko
Spring Developer
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Joined: 02 Jun 2014, 00:46

Re: Spring library initiative

Post by hokomoko »

gajop wrote:How does network's compression compare to https://springrts.com/wiki/Lua_VFS#Zlib ?
I didn't test it, but I highly doubt compressing each packet on its own with zlib will grant you better results then this.
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Jools
XTA Developer
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Joined: 23 Feb 2009, 16:29

Re: Spring library initiative

Post by Jools »

Silentwings wrote:There's a widget(/gadget combo) that allows players to watch each others camera - to do so it has to send a large volume of data over the network; about doubles the size of the replay file, for raw data. For many games it's the ~only lua that causes a large volume of network traffic, so the two things have probably evolved together a bit.
Why is this better than to have it as just a widget? I mean widgets can be turned off and therefore puts more responsibility to the user instead of the game. Is it just because there is a desire to keep this option always available?
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Silentwings
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Re: Spring library initiative

Post by Silentwings »

Is it just because there is a desire to keep this option always available?
Exactly that.
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Jools
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Re: Spring library initiative

Post by Jools »

I think in general that a library is a good initiative. I think what really wanted to say is to be careful with the dependencies, because if libraries depend on too many things they defeat their purpose. For example, if you make a library of trees that depend on roots it's okay, but if you have a tree that depends on a car then it's not so good. I think everybody knows this but I still think it's good to point out.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Spring library initiative

Post by PicassoCT »

hokomoko wrote:
PicassoCT wrote:what would happen if we would transfer only the keystrokes and calculate the resulting camera from that..
brb springs git repo
You'd find yourself wasting your time on a system that delivers worse results (not to mention mouse movement controls camera as well, so you're probably going to send much much more data than you have thought)
That was sarcasm?
Spring transfers commands of the players, so by having a initial camera send, and the input of the players, influencing the camera filtered out, you get the same thing you get with spring, a deterministic chain of steps from which you can derive the cameras position and direction.
And you dont have to communicate.
You can use whats there allready.

QED
hokomoko
Spring Developer
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Joined: 02 Jun 2014, 00:46

Re: Spring library initiative

Post by hokomoko »

PicassoCT wrote: That was sarcasm?
No.
PicassoCT wrote: Spring transfers commands of the players, so by having a initial camera send, and the input of the players, influencing the camera filtered out, you get the same thing you get with spring, a deterministic chain of steps from which you can derive the cameras position and direction.
And you dont have to communicate.
You can use whats there allready.
QED
Spring transfers commands, not raw mouse/keyboard input.
So it's a data you don't have.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Spring library initiative

Post by PicassoCT »

:(

Sorry, then - i missunderstood, and thought this to be tech-trollin.
Consider me schooled

:)
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