erickpassos

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erickpassos
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  • Quantum requires a server plugin (there's game agnostic logic running on the server to manage input exchange, latency protection, clock sync etc). For this reason, Quantum normally requires the quantum enterprise cloud (which allows photon custom p…
  • About the other questions (sorry for the delay, I was warned of this topic today): - Quantum is not based on the old TrueSync (although the fixed point math library evolved from the same original code base). Quantum is a completely different perfor…
  • Hi guys, I'm one of the core developers for Quantum here at Exit Games. - Late joins are supported since version 1 (although we're currently making some API changes to make them easier to support from the developer perspective); - Reconnects are s…
  • Hey, - We will be able to use that Plugin in our self-hosted servers? Not planned for the near future. - Will that plugin support extension of some sort? Yes, the quantum plugin is a normal Photon Plugin, and apart from the deterministic session c…
  • Hi, Quantum is already in production. We are on boarding selected game studios with a custom training program and SDK delivery. Please contact us at [email protected] so we can evaluate your game project to see if it fits quantum. Regarding …
  • Another suggestion I have regarding this topic: Because the new TrueSync is all about fast determinism without lockstep, it requires a photon server plugin to manage the game rooms/matches. This is one of the reasons we're delaying it's release to…
  • Hi, We don't offer hosting of Unity Headless Servers, but you can write server logic using the Photon Server SDK or plugins. However, there are other more interesting options for physics based games, such as our deterministic products TrueSync and…
  • Hi guys, Thanks for the interest in the topic. First: since the 3D physics is open source, it`s fairly easy for you guys to keep it around and use with the new API (we'll keep the hooks open, so developer can add custom stuff). The reason we're r…
  • Hi, We're currently fixing the allocations issue so we can achieve 0-bytes per frame. Regarding your experience with a sync window of 5 ticks of 20ms each, this accounts for 100ms protection. What I suspect is this: photon rtt (round trip time - p…
  • TrueSync is developed by Exit Games as part of the Photon product line. There are no plans to enable support for third party network libraries at the moment.
  • Floats have the same representation always (IEEE 754), so for initialisation stuff, using floats work fine. The issue happens on certain operations (multiplication and division, trig functions, for example), where CPU internal RiSC cores use differe…
  • Although I woundn't recommend using different settings for online and offline modes. Why? Because it messes with player experience... I'd experiment and see what values would feel nice for the player, and try to use the same delay for offline gaming…
  • This will be fixed in version 1.0.7 now. We'll use the new PUN version that is updated to Unity 5.5.
  • TSRandom is always seeded, so values are guaranteed to be the same in all clients...:)
  • It seems this the ideal case for using TrueSync deterministic physics. This will avoid the need to sync anything except input. There might be performance issues to be tackled because TrueSync's physics uses FixedPoint numbers, which are a lot slower…
  • This is not used to store our accumulated FP time... It is basically to test if enough time has passed locally to try to simulate another TICK. The Time and DeltaTime should be accumulated using the fixed value that you set in TrueSync's settings as…
  • Hi Devis, I believe this is the article in question: http://answers.unity3d.com/questions/1119684/interpolating-between-fixedupdate-frames.html
  • Can you provide us a log of the error?
  • I'll log this so we add rotation freeze as an option for next releases. I'll communicate the development team when they get back from the break on Jan 2nd.
  • These errors are related to PUN, and not TrueSync itself, which is used underneath as transport layer. I'm contacting PUN support to take a look at the error, but I'm not sure if they'll be able to answer before Jan 2nd. Anyway, thanks for the deta…
  • This will not be a lockstep simulation anymore, and you'll loose all advantages of it (low bandwidth requirements, automatic replays, etc). In lockstep games the easiest way is to have a deterministic local path finder. If you use a grid and only i…
  • Hi Drdavient, There is the internal drag property, but it's not exposed yet. Jefferson is logging everything that's asked for here and will add most of these in the next 1.0.7 release (second week of January).
  • Can you show the code? I don't see why it shouldn't work.
  • I think the idea of a "barrier/proceed" input "works", but it is not elegant... What I've heard from many experienced devs is that you should completely decouple simulation from presentation... Maybe something like this is acceptable: - start an…
  • I believe having the TrueSyncBehavior and an Interface that can implemented + a way to register the behaviours will suffice. But in general the recommendation is to have TrueSync behaviors to collect input from all players... I normally create a sp…
  • You should not call it manually. What it does is check if any of the registered co-routines are ready to run the next step (it's deterministic timeout is finished).
  • Any path finding that is deterministic will fit with TrueSync, because it doesn't need to be synchronised. We just didn't find one in the asset store to recommend (all are float-based, and too coupled with Unity callbacks, which are not deterministi…
  • Again, I suggest you forget about the units, and just send the "square" the player selected as input (4 FP numbers for the world positions of the corners of the selected area). Let the local clients do the selection itself, it will be exactly the s…
  • Hi @kristian You might actually be right. The best option is always the one that fits your development taste better. Here's what I suggest @JeffersonHenrique: - We chose a suitable Serialisable interface and offer a TrueSyncInput.SetObject(byte …
  • Hi Devis, We don't have a public roadmap yet, but we're trying to send updates every other week (sometimes even faster). We'll have a new one before the holidays...:)