Times, trials, and turbulence.
Brief update amidst the chaos.
Skirmish Breaths, Slowly
It’s been very busy here lately, with a combination of assignments and the co-op process through my university. That means resume-building, applying for jobs, and, of course, interviews. My schedule is full of them in the next couple of weeks, so progress on Skirmish will naturally suffer some slow-down.
The current development item has been movement prediction, which is actually a very broad topic in network games/simulations: the ‘art’ of guessing where a player/object will go ahead of time (since all data received via the network is delayed by some amount of latency), and seamlessly applying corrections when the predictions are not entirely correct. This is very difficult to do well, and it is critical to get it done correctly. Poor movement prediction is evident in many online shooter games, when you find that shooting directly at an enemy has no effect, or when you need to ‘lead’ your enemy (ie. fire ahead of where he is moving) in order to land hits. If even many commercial online games suffer from this, rest assured that it will certainly be a challenge. 🙂
Free plug: onGameDev.com
I wanted to offer a plug for the ‘underdog’ game development portal, onGameDev. They’ve been doing some revamping of their layout and structuring, and are looking to getting off to a really good start. The main shortage is in their supply of members, so you’re encouraged to pop by and check out the fairly close-knit community, and perhaps even join in on the party.