would be cool if u add packets lol, iam having some serious troubles with them
Yeah I thought it might be benificial, but after discussing with Sparkie I've voted against it.Quote:
A quadtree for a co private server ?
Yeah I will add packets as I code the server more.Quote:
would be cool if u add packets lol, iam having some serious troubles with them
Did you change the database connection info? Did you make sure your account's id is 100000(I think) or higher?Quote:
well when i try to log in the client closes itself (its a 5515 so its latest) and the console shows the following message:
my id is 1 and i login just fne but than again i use patch 5512Quote:
Yeah I thought it might be benificial, but after discussing with Sparkie I've voted against it.
Yeah I will add packets as I code the server more.
Did you change the database connection info? Did you make sure your account's id is 100000(I think) or higher?
Point made, You really shouldnt use a quad-tree for games such as conquer that are 2(2.5?)D. I remember a conversation about quad-trees and that was pretty much what came out, QuadTrees are made for 3D games, not conquer.Quote:
A quadtree for a co private server ?
You are.Quote:
Point made, You really shouldnt use a quad-tree for games such as conquer that are 2(2.5?)D. I remember a conversation about quad-trees and that was pretty much what came out, QuadTrees are made for 3D games, not conquer.
ps, I could be talking shit.
You can implement a method to horizontally move objections by allowing an entity to know its position relative to other collections in the area, and then moving into the relative one directly, reduces the need to add/remove everytime, not too complex either.Quote:
However, the benefits of using a quadtree (fast area searching, etc) aren't really as useful for objects which move constantly. If I'm not mistaken, every time an object moves you have to remove it and reinsert it at a new position.