VelorumS

Results 58 comments of VelorumS

> OpenAge still didn't load, showing this error. Strange, it should give some names in the stack trace. The build is somehow not in the debug mode. Maybe building like...

Keep removing code until it compiles. Then it'll be a clear summary of what to fix. The opengl_debug_logger stuff is not essential and those functions aren't in OpenGL ES 3.1....

Desync is still an issue, because the info we're getting from the server is about evolution of a unit in next several seconds. Bad implementation will jingle or create a...

> I don't understand where is the problem with de-spawning units? send a message with unit A is killed/will be killed at 2:45 Message from server: "Unit is in the...

> - I know you guys, you will try to roll your own. There is one already. I was like "wtf, these uint64_t values are making no sense when I'm...

@Tomatower, you may start writing `net/`. I'm making a sketch of what should be between `net/` and `render/`: https://github.com/ChipmunkV/openage/blob/dd6aa96d326e5cd9556357ae14c864709fb688b5/libopenage/curve/entities_conductor.h (branch https://github.com/ChipmunkV/openage/commit/dd6aa96d326e5cd9556357ae14c864709fb688b5)

The unknown is an integration with the game data. The subsystem should use the right types of curves for the unit/player properties, defined in nyan. And it must be transparent,...

> Currently I was more thinking about applying the different packages pulled from the server (via a "get events for frame 5"-method), and then interpolating from there with the exact...

@duanqn as a client use the Trickle ICE WebRTC sample for testing. It's just a local web page that can communicate with STUN and TURN servers. Can test with some...

@TheJJ at a first glance, #723 doesn't deal with file contents. So it'll be easy. I've got time to merge settings later.