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# 🦴bones
  • z

    Zicklag

    05/25/2023, 2:55 PM
    Yeah, it turns out without a monumental investment, the editor turned out really nice already, with some low-ish hanging fruit for improvement.
  • g

    gawlk

    05/25/2023, 2:55 PM
    Thanks a lot for all that info, very helpful and informative
  • z

    Zicklag

    05/25/2023, 2:55 PM
    I think after I get the GitHub integration with the Weird app ( which is the primary other thing I'm working on right now ), then I can start working on getting our docs filled out more.
  • e

    erlend

    05/25/2023, 2:56 PM
    👍
  • z

    Zicklag

    05/25/2023, 2:57 PM
    Glad we could help! I like helping make things understandable. :D
  • g

    gawlk

    05/25/2023, 2:59 PM
    I’m still quite new so I might be totally wrong but I think so ? The idea was a towerfall like on a huge looped map with a ton of players but I want it to feel as fair and fast as possible and after watching several solutions determinism+rollback seemed like the best solution ?
  • e

    erlend

    05/25/2023, 3:00 PM
    aha. you might have some conflicting constraints there. Number of players greatly impacts which tricks you can employ in your netcode implementation
  • e

    erlend

    05/25/2023, 3:03 PM
    here's a great breakdown of netcode considerations: https://discord.com/channels/691052431525675048/991381218253877248/993215018881523722
  • g

    gawlk

    05/25/2023, 3:03 PM
    I thought about this and the idea was to only send the data of the other players close to the player to limit the amount of rollbacks (and the overall data received by the server) and with only one life there wouldn’t be a lot of players in a close space for long But I hear you
  • g

    gawlk

    05/25/2023, 3:03 PM
    Thanks a lot I’ll check it out
  • e

    erlend

    05/25/2023, 3:05 PM
    kind of anything is doable. It tends to come down to having to play a trick on the players' minds, hehe. And the smaller the scope, the fewer tricks are necessary and you can actually just run the same simulation for everyone.
  • g

    gawlk

    05/25/2023, 3:06 PM
    The same simulation on the server you mean ?
  • e

    erlend

    05/25/2023, 3:07 PM
    yeah, pretty much. but what we're talking about there also comes down to p2p vs client-server implementation 😄
  • g

    gawlk

    05/25/2023, 3:10 PM
    Definitely and from what I read more than 6 players isn’t doable in p2p
  • g

    gawlk

    05/25/2023, 3:10 PM
    At least not for a real time game
  • g

    gawlk

    05/25/2023, 3:13 PM
    Anyway thanks again, I’m still wrapping my head around the whole game dev world, I’ll probably pop back sometime Best of luck with the kickstarter though 🍀
  • e

    erlend

    05/25/2023, 3:15 PM
    I've reposted this info as a GitHub discussion now so the information can break out of its Discord silo: https://github.com/bevyengine/bevy/discussions/8675
  • y

    Yendor

    05/25/2023, 3:16 PM
    What are you using weird for
  • z

    Zicklag

    05/25/2023, 3:26 PM
    For online games in Jumpy, we use a kind of a false p2p, by using a proxy server in between all the peers.
  • z

    Zicklag

    05/25/2023, 3:27 PM
    I think we can technically tune this eventually to be more bandwidth efficient by having the server broadcast user inputs to all the other peers, preventing the rapid expansion of required network connections with the increase of the number of players.
  • z

    Zicklag

    05/25/2023, 3:28 PM
    instead of having
    n * (n - 1)
    ( I think that's the formula ) connections, you just have
    n
    connections.
  • z

    Zicklag

    05/25/2023, 3:29 PM
    I'm not sure if that will help it scale to more players or not.
  • z

    Zicklag

    05/25/2023, 3:30 PM
    Networking is still work-in-progress in Jumpy, so there's still stuff we've got to figure out, and the performance seems lower than it should be right now for some reason, but we should try seeing how many players we can push it up to once we get it nailed down.
  • z

    Zicklag

    05/25/2023, 3:30 PM
    I'm helping out to get it to an MVP release. I'm working on the GitHub pages publishing backend.
  • g

    gawlk

    05/25/2023, 3:38 PM
    I’ll definitely keep an eye out on what your doing, it’s very interesting
  • t

    TeaSkittles

    05/27/2023, 10:01 PM
    @Zicklag Hey, I'm trying to debug a problem that I'm having with jumpy (which was referencing a panic in bones), so I forked a copy over to my Github repo and replaced the usage in my jumpy
    Cargo.toml
    file to use my repo's version of bones. Now I'm getting this error for many of the times these structs are used in jumpy (not just
    LoadedMap
    ):
    Copy code
    the trait `bones_lib::prelude::TypeUlid` is not implemented for `map::L
    oadedMap`
    Any ideas?
  • t

    TeaSkittles

    05/27/2023, 10:03 PM
    I'm clearing my
    target
    directory now to see if that resolves my issue.
  • t

    TeaSkittles

    05/27/2023, 10:25 PM
    I've replaced all of the references to
    bones
    with my repo's version and now I'm getting a different error. Cargo.toml:
    Copy code
    bones_lib = { git = "https://github.com/AustinHellerRepo/bones", branch = "debug_message" }
    bones_bevy_asset = { git = "https://github.com/AustinHellerRepo/bones", branch = "debug_message" }
    type_ulid = { git = "https://github.com/AustinHellerRepo/bones", branch = "debug_message" }
    bones_bevy_renderer = { git ="https://github.com/AustinHellerRepo/bones", branch = "debug_message" }
    Error:
    Copy code
    124 |         <std::collections::HashMap<Key, AnimatedBodySprite>>::deserialize(deserializer)?;
        |                                                               ^^^^^^^^^^^ function or associated item cannot be called on `std::collections::HashMap<bones_lib::prelude::Key, AnimatedBodySprite>` due to unsatisfied trait bounds
  • v

    von

    05/29/2023, 2:16 AM
    Just a small tip, you can wrap your error code in \`\`\` to make it more readable.
  • y

    Yendor

    05/29/2023, 2:34 AM
    https://support.discord.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-#:~:text=You%20can%20make%20your%20own,like%20this%20beautifully%20written%20haiku.