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  • How do I repeatedly move an image by 1 pixel?

    - by Will
    I have a method that is moving a UIImageView called shootImg across the screen: -(IBAction)shoot{ if (appDelegate.shootInt > 0) { if (direction == 1) { shootImg.center = CGPointMake(shootImg.center.x+1, shootImg.center.y); appDelegate.shootInt = appDelegate.shootInt - 1; shootLabel.text = [NSString stringWithFormat:@"%d", appDelegate.shootInt]; } This does seem to work. But it only moves shootImage 1 pixel. What I want to do is make it repeatedly move 1 pixel. I tried a while loop but that didn't seem to work. I'm not using cocos2d or anything like that and if you need to see more code just ask. Thanks :)

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  • What is the correct install process to setup Node.js with Windows Azure Emulator

    - by PazoozaTest Pazman
    This question is related to this question: Node.js running under IIS Express Keeps Crashing to which I need help with reinstalling and getting node.js up and running in windows emulator working. Hello I am reinstalling my machine: Toshiha Laptop 2 GB Ram 32 bit processor What is the correct procedure from start to finish to get node.js development working, so far nothing has worked and the emulator (IIS Express) worker processor keeps crashing. No matter how many instances they all end up crashing. Up until two weeks ago my node development was working fine, but I had to do a reinstall, and since then I haven't been doing any node.js development on windows emulator because the latest June 2012 Azure SDK for Node.js is buggy. These are the steps I have taken: 1) Reformat HD 2) Insert Windows 7 N SP1 CD 3) Reboot machine into CD installation 4) Follow and wait until Windows 7 installed 5) Run Add/Remove programs + enable IIS + IIS management tools 6) Run Windows Update (installed about 53 updates) 7) Go here http://www.windowsazure.com/en-us/develop/nodejs/ 8) Click Windows Installer June 2012 and install Windows Azure SDK for Node.js - June 2012 9) Run Azure Powershell 10) Navigate to c:\node\testSite\webrole1 11) launch site: start-azureemulator -launch 12) Play around on website (then crash!) Problem signature: Problem Event Name: APPCRASH Application Name: iisexpress.exe Application Version: 8.0.8298.0 Application Timestamp: 4f620349 Fault Module Name: iiscore.dll Fault Module Version: 8.0.8298.0 Fault Module Timestamp: 4f63b65c Exception Code: c0000005 Exception Offset: 00021767 OS Version: 6.1.7601.2.1.0.256.28 Locale ID: 1033 Additional Information 1: f66d Additional Information 2: f66d807b515d6b2dc6f28f66db769a01 Additional Information 3: 7b2f Additional Information 4: 7b2f6797d07ebc2c23f2b227e779722e Am I missing a step in my resintall process? Do I have all the required files to do node.js windows azure emulator development? Why is IIS Express crashing all the time? Can I still do node.js windows azure emulator development without using IIS Express and use my local Windows 7 N (SP1) IIS 7.x that comes shipped?

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  • Algorithm to zoom a plotted function

    - by astinx
    I'm making a game in android and I need plot a function, my algorithm is this: @Override protected void onDraw(Canvas canvas) { float e = 0.5f; //from -x axis to +x evaluate f(x) for (float x = -z(canvas.getWidth()); x < z(canvas.getWidth()); x+=e) { float x1,y1; x1 = x; y1 = f(x); canvas.drawPoint((canvas.getWidth()/2)+x1, (canvas.getHeight()/2)-y1, paintWhite); } super.onDraw(canvas); } This is how it works. If my function is, for example f(x)=x^2, then z(x) is sqrt(x). I evaluate each point between -z(x) to z(x) and then I draw them. As you can see I use the half of the size of the screen to put the function in the middle of the screen. The problem isn't that the code isn't working, actually plots the function. But if the screen is of 320*480 then this function will be really tiny like in the image below. My question is: how can I change this algorithm to scale the function?. BTW what I'm really wanting to do is trace a route to later display an animated sprite, so actually scale this image doesnt gonna help me. I need change the algorithm in order to draw the same interval but in a larger space. Any tip helps, thanks! Current working result Desired result UPDATE: I will try explain more in detail what the problem is. Given this interval [-15...15] (-z(x) to z(x)) I need divide this points in a bigger interval [-320...320] (-x to x). For example, when you use some plotting software like this one. Although the div where is contain the function has 640 px of width, you dont see that the interval is from -320 to 320, you see that the interval is from -6 to 6. How can I achieve this?

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  • Understanding how to go from a scene to what's actually rendered to screen in OpenGL?

    - by Pris
    I want something that explains step by step how, after setting up a simple scene I can go from that 'world' space, to what's finally rendered on my screen (ie, actually implement something). I need the resource to clearly show how to derive and set up both orthographic and perspective projection matrices... basically I want to thoroughly understand what's going on behind the scenes and not plug in random things without knowing what they do. I've found lots of half explanations, presentation slides, walls of text, etc that aren't really doing much for me. I have a basic understanding of linear algebra/matrix transforms, and a rough idea of what's going on when you go from model space - screen, but not enough to actually implement it in code.

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  • Do I need a Point and a Vector object? Or just using a Vector object to represent a Point is ok?

    - by JCM
    Structuring the components of an engine that I am developing along with a friend (learning purposes), I came to this doubt. Initially we had a Point constructor, like the following: var Point = function( x, y ) { this.x = x; this.y = y; }; But them we started to add some Vector math to it, and them decided to rename it to Vector2d. But now, some methods are a bit confusing (at least in my opinion), such as the following, which is used to make a line: //before the renaming of Point to Vector2, the parameters were startingPoint and endingPoint Geometry.Line = function( startingVector, endingVector ) { //... }; I should make a specific constructor for the Point object, or there are no problems in defining a point as a vector? I know a vector have magnitude and direction, but I see so many people using a vector to just represent the position of an object.

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  • background animation algorithm for single screen

    - by becool_max
    I’m writing simple strategy game (in xna), and would like to have an animated background. In my game all the actions happens inside one screen and thus standard parallax effect does not look appropriate. However, I found a video of a game with suitable background animation for my game http://www.youtube.com/watch?v=Vcxdbjulf90&feature=share&list=PLEEF9ABAB913946E6 (from 3 to 6s, while main character stays at the same place). What is the algorithm to do this stuff? It would be nice if someone can provide a reference for a similar example (language is not important).

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  • I finished "Beginning Android Games", should I use its framework?

    - by orod
    I've worked through Mario Zechner's "Beginning Android Games" and have made my own pong and asteroids game using the framework used in the book. I have also downloaded the source code for Replica Island and am able to run that. I like Replica Island's framework over the one I made from reading the book. Some differences are that Replica Island uses different activities for each screen instead of Zechner's Screen class and that Replica Island can use a lot of textures and isn't limited to textures with dimensions of powers of 2. If I'm serious about writing games and apps for Android should I learn Replica Island's framework and use that instead of the one I made while reading Zechner's book?

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  • How do I know if I've gone too far with processing things in a game?

    - by ThePlan
    A common programming quote I see every day is: Premature optimization is the root of all evil! I admit I'm one of those guys that like to do premature optimization in a pretty obssessive manner but that's probably because I'm not aware how powerful modern processors are. I can think of lots of sollutions for a problem, but all of them are tough on the memory side, and I keep thinking "This will hurt me more in the future when I'll have to re-do it because it's bad performance-wise." How do you know when the code you are thinking of is going too far and is not a case of premature optimization? How much can your game handle at a time before performance becomes a problem?

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  • Is it possible to create an "impossible" rooms in games?

    - by qwerty3000
    Forgive me my lack of knowlegde, but for quite a long time I asked myself whether it was possible to create a continous game space that some player could walk inside and so on, that would be absolutely impossible in reality, e.g. you have a very small house that allows you to go around it to see all sides and the full dimensions, and then, when you enter, it is like a giant hall, without any loading screen or (internal) "model change" and so on. I'm no game designer and I never needed to learn 3D-modelling, so I don't know what is possible and what isn't. And is this the same as Is the "impossible object" possible in computer graphics? this? Or is it just the same category, but not exactly the same question? Thanks.

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  • Which jar has JBox2d's p5 package

    - by Brantley Blanchard
    Using eclipse, I'm trying to write a simple hello world program in processing that simply draws a rectangle on the screen then has gravity drop it as seen in this Tutorial. The problem is that when I try to import the p5 package, it's not resolving so I can't declare my Physics object. I tried two things. Download the zip, unzip it, then import the 3 jars (library, serialization, & testbed) a. import org.jbox2d.p5.*; doesn't resolve but the others do b. Physics physics; doesn't resolve Download the older standalone testbed jar then import it a. Physics physics; doesn't resolve; Here is basically where I'm starting import org.jbox2d.util.nonconvex.*; import org.jbox2d.dynamics.contacts.*; import org.jbox2d.testbed.*; import org.jbox2d.collision.*; import org.jbox2d.common.*; import org.jbox2d.dynamics.joints.*; import org.jbox2d.p5.*; import org.jbox2d.dynamics.*; import processing.core.PApplet; public class MyFirstJBox2d extends PApplet { Physics physics; public void setup() { size(640,480); frameRate(60); initScene(); } public void draw() { background(0); if (keyPressed) { //Reset everything physics.destroy(); initScene(); } } public void initScene() { physics = new Physics(this, width, height); physics.setDensity(1.0f); physics.createRect(300,200,340,300); } }

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  • Android Java: Way to effectively pause system time while debugging?

    - by TheMaster42
    In my project, I call nanoTime and use that to get a deltaTime which I pass to my entities and animations. However, while debugging (for example, stepping through my code), the system time on my phone is happily chugging along, so it's impossible to look at, say, two sequential frames of data in the debugger (since by the time I'm done looking at the first frame, the system time has continued to move ahead by seconds or even minutes). Is there a programming practice or method to pause the system clock (or a way for my code to intercept and fake my deltaTime) whenever I pause execution from the debugger? Additional Information: I'm using Eclipse Classic with the ADT plugin and a Samsung SII, coding in Java. My code invoking nanoTime: http://pastebin.com/0ZciyBtN I do all display via a Canvas object (2D sprites and animations).

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  • Farseer Physics Samples and Krypton how to reference game

    - by Krell
    I'm sure this is totally simple and yes I am new at this. I am trying to set up Krypton inside farseer. 1. create a new Krypton engine in my sub screen aka AdvancedDemo1 : PhysicsGameScreen, IDemoScreen Via this.krypton = new KryptonEngine(this, "KryptonEffect"); The problem is the KryptonEngine(this wants reference to Game game, I cant seem to reference it from FarseerPhysicsGame : Game So how would I do that? or 2. I can put it directly in FarsserPhysicsGame but again I cant seem to figure out how to reference FarseerPhysicsGame in AdvancedDemo1. or 3. I can put it inside the public FarseerPhysicsGame() and do Componenets.Add(krypton) [which works] HOWEVER I cant figure out how to reference the compoenet once it is added. You should be able to stop reading here , but for more detail I simply took the Farseer XNA Samples went into FarseerPhysicsGame.cs and deleted all the screens and menus except AdvancedDemo1 so there is one option and I just click that to load into the advancedDemo1 and thats where I want to put the lights from krypton. Thanks. Edit: Figured out 1 solution though I am still curious about others. Solution 1 I was able to use ScreenManager.Game(not sure why it was there but Ill try to figure it out later)

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  • How do I get mouse x / y of the world plane in Unity?

    - by Discipol
    I am trying to make a tiled landscape. The terrain itself is not made from tiles but the world has a grid which I define. I would like to place boxes/rectangles which snap to this grid, at runtime, but in order for me to do that I must get a projection from the user screen to the real-world coordinates. I have tried various examples using the Ray class but nothing worked. It compiles and outputs a constant value no matter where I put the mouse. I have tried to add some tiles and try to detect them but no luck. I also tried with one plane as big as my world but still no luck. I am using C# but even a JS version would be helpful. This technique involves calculating which tile the mouse is under by the x and y positions. Perhaps detecting which tile itself is being pointed to would be a simpler task, at which point I can just retrieve its i/j properties. Update: I got it working thanks to some answers, but the ball freaks out towards the far end of the plane. Why is this? https://www.dropbox.com/sh/9pqnl30lm6uwm6h/AACc2JcbW16z6PuHFLLfCAX6a

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  • Why doesn't this ContentLoader project (VS2010 e) recognize Microsoft.Build.dll?

    - by IAbstract
    I am working with an XNA content loader sample. In the references for the project (VS 2010 Express) there are: Microsoft.Build Microsoft.Build.Framework //as well as the standard XNA framework and graphics references To emulate this project, I am trying to first add a reference to Microsoft.Build.dll. But Visual Studio warns me that it cannot load the .dll. I looked at MSDN and the document referenced Microsoft.Build.Evaluation. This is suppose to be available in the Microsoft.Build.dll and then I'll have access to the Project class. Has anyone had any experience with this?

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  • What do you use to create sprite graphics? [closed]

    - by SimpleRookie
    Possible Duplicate: What tools do you use for 2D art/sprite creation? What do you folks suggest for creating sprite graphics and sprite sheets? I fiddle with pixelformer and tilestudio. Pixelfromer has a kicken interface, it is quick and easy to make graphics, but a bit cumbersom if you want to make a spritemap. Tile Studio is a interesting mix or tiles and maps, but it is a bit buggy and basic. The Adobe series, just don't really seem to handle tiny graphics well. (there is a previous posting of this question existing, but it is a year old and I was hoping for further/updated input from the community)

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  • Why does my goblin only choose a walk direction once?

    - by Eogcloud
    I'm working on a simpe 2d canvas game that has a small goblin sprite who I want to get pathing around the screen. What I originally tried was a random roll that would choose a direction, the goblin would walk that direction. It didnt work effectively, he sort of wobbled in one spot. Here's my current apporach but he only runs in a rundom direction and doesnt change. What am I doing wrong? Here's all the relevant code to the goblin object and movement. var goblin = { speed: 100, pos: [0, 0], dir: 1, changeDir: true, stepCount: 0, stepTotal: 0, sprite: new Sprite( goblinImage, [0,0], [30,45], 6, [0,1,2,3,2,1], true) }; function getNewDir(){ goblin.dir = Math.floor(Math.random()*4)+1; }; function checkGoblinMovement(){ if(goblin.changeDir){ goblin.changeDir = false; goblin.stepCount = 0; goblin.stepTotal = Math.floor(Math.random*650)+1; getNewDir(); } else { if(goblin.stepCount === goblin.stepTotal){ goblin.changeDir = true; } } }; function update(delta){ healthCheck(); if(isGameOver){ gameOver(); } if(!isGameOver){ updateCharLevel(); keyboardInput(delta); moveGoblin(delta); checkGoblinMovement(); goblin.sprite.update(delta); //update sprites if(mainChar.kills!=0 && bloodReady){ for(var i=0; i<bloodArray.length; i++){ bloodArray[i].sprite.update(delta); } } //collision detection if(collision(mainChar, goblin)) { combatOutcome(combatEvent()); combatCleanup(); } } }; function main(){ var now = Date.now(); var delta = (now - then)/1000; if(!isGameOver){ update(delta); } draw(); then = now; }; function moveGoblin(delta){ goblin.stepCount++; if(goblin.dir === 1){ goblin.pos[1] -= goblin.speed * delta* 2; if(goblin.pos[1] <= 85){ goblin.pos[1] = 86; } } if(goblin.dir === 2){ goblin.pos[1] += goblin.speed * delta; if(goblin.pos[1] > 530){ goblin.pos[1] = 531; } } if(goblin.dir === 3){ goblin.pos[0] -= goblin.speed * delta; if(goblin.pos[0] < 0){ goblin.pos[0] = 1; } } if(goblin.dir === 4){ goblin.pos[0] += goblin.speed * delta* 2; if(goblin.pos[0] > 570){ goblin.pos[0] = 571; } } };

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  • Farseer circle hangs where it's spawned

    - by necrosmash
    I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I currently have gravity set up (following code from Game1.cs): // Initialise the screen center for use with // the Level class screenCenter = new Vector2(graphics.GraphicsDevice.Viewport.Width / 2f, graphics.GraphicsDevice.Viewport.Height / 2f); world = new World(new Vector2(20, 20)); currentLevel = new Level1(screenCenter, circleSprite, groundSprite, ref world); Level1 constructor: public Level1(Vector2 screenCenter, Texture2D circleSprite, Texture2D groundSprite, ref World world) { player = new Player(ref world, screenCenter, circleSprite); ground = new Ground(ref world, screenCenter, groundSprite); listLevelItems = new List<LevelItem>(); listLevelItems.Add(player); listLevelItems.Add(ground); } Player constructor: public Player(ref World world, Vector2 screenCenter, Texture2D sprite) { setSprite(sprite); setPosition((screenCenter / MeterInPixels) + new Vector2(0f, 0f)); playerBody = BodyFactory.CreateCircle(world, 96f / (2f * MeterInPixels), 1f, playerPosition); getBody().BodyType = BodyType.Dynamic; // Ball bounce and friction getBody().Restitution = 0.3f; getBody().Friction = 0.5f; } If I use a breakpoint and change the playerBody position while the game is halted, the ball does move, but stays fixed in its new location. Any help would be greatly appreciated.

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  • Using git (or any version control) regarding migration from one language to another [on hold]

    - by Max Benin
    I'm polishing an old project that i released some years ago, and the main purpose on that, is to arrange some folder structures and port the entire code from actionscript to haxe. All the game features, assets and design will remain the same. I have some doubts regarding versioning the project in this circumstance. Assuming that the only thing that will be drastically changed is the code migration, is it correct maintaining the new project changes on the same repository ? I was thinking in tagging it something like V1.1 or Branch the entire project. But i'm afraid that i'm gonna deviate from the versioning patterns. How can i use this version control issue in the best practice way ? Thanks.

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  • Fog with Blend in OpenGL

    - by MhdAljobory
    I want to add fog in my scene which contain transparent textures made by Blend , when i enable the fog the transparent textures appear white From a distance but when i disable it the textures appear well. What is the solution to the problem of whiteness? Fog Code: GLfloat fogColor[4]= {0.5f, 0.5f, 0.5f, 1.0f}; glClearColor(0.5f,0.5f,0.5f,1.0f); glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, 0.35f); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, 1.0f); glFogf(GL_FOG_END, 1000.0f); glEnable(GL_FOG); Screenshot

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  • Error when updating enumerated value?

    - by igrad
    Once upon a time, there was a Player class (simplified version) enum animState{RUNNING,JUMPING,FALLING,IDLING}; class Player { public: Player(int x, int y); void handle(); void show(); ~Player(); private: int m_x; int m_y; animState playerAnimState; } There was also a "handle" function-member, which took care of all movement and collisions for the player: #include "player.h" void Player::handle() { if(/*Player presses 'D' key*/) { m_x++; playerAnimState = RUNNING; } //Other stuff that is just there to look nice Through lots of experimentation with "//" and "/**/", I've found that I consistently get an error at "playerAnimState = RUNNING." Have I broken some enumeration rule? Does my laptop really suck that bad? I hate to post a "fix my code for me" question, but I'm not very seasoned with enums.

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  • CreateDXGIFactory Doesn't Let Program Exit

    - by smoth190
    I'm using CreateDXGIFactory to get the graphics adapters and display modes. When I call it, it works fine and I get all the data. However, when I exit my program, the main Win32 thread exits, but something stays open because it keeps debugging. Does CreateDXGIFactory create an extra thread and I'm not closing it? I don't understand. The only thing I would suspect is that in the documentation it says it doesn't work if it's called from DllMain. It is in a DLL, but it's not called from DllMain. And it doesn't fail, either. I'm using DirectX 11.

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  • How can a pygame image be colored?

    - by Juicy
    I'm writing a 2d particle system for a game in Pygame[1]. For the particles, I have an image surface loaded from a file -- basically a white primitive drawn over a transparent background. I'd like the particle engine to emit variously colored particles, but I'm not sure how to tell Pygame to color the surface. I've looked through what passes for documentation, but I'm having trouble finding anything. [1] Yeah, I don't really like Pygame, but my course insists I write this project in Python.

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  • c++ and SDL: How would I add tile layers with my area class as a singleton?

    - by Tony
    I´m trying to wrap my head around how to get this done, if at all possible. So basically I have a Area class, Map class and Tile class. My Area class is a singleton, and this is causing some confusion. I´m trying to draw like this: Background / Tiles / Entities / Overlay Tiles / UI. void C_Application::OnRender() { // Fill the screen black SDL_FillRect( Surf_Screen, &Surf_Screen->clip_rect, SDL_MapRGB( Surf_Screen->format, 0x00, 0x00, 0x00 ) ); // Draw background // Draw tiles C_Area::AreaControl.OnRender(Surf_Screen, -C_Camera::CameraControl.GetX(), -C_Camera::CameraControl.GetY()); // Draw entities for(unsigned int i = 0;i < C_Entity::EntityList.size();i++) { if( !C_Entity::EntityList[i] ) { continue; } C_Entity::EntityList[i]->OnRender( Surf_Screen ); } // Draw overlay tiles // Draw UI // Update the Surf_Screen surface SDL_Flip( Surf_Screen); } Would be nice if someone could give a little input. Thanks.

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  • How should I structure the implementation of turn-based board game rules?

    - by Setzer22
    I'm trying to create a turn-based strategy game on a tilemap. I'm using design by component so far, but I can't find a nice way to fit components into the part I want to ask. I'm struggling with the "game rules" logic. That is, the code that displays the menu, allows the player to select units, and command them, then tells the unit game objects what to do given the player input. The best way I could thing of handling this was using a big state machine, so everything that could be done in a "turn" is handled by this state machine, and the update code of this state machine does different things depending on the state. However, this approach leads to a large amount of code (anything not model-related) going into a big class. Of course I can subdivide this big class into more classes, but it doesn't feel modular and upgradable enough. I'd like to know of better systems to handle this in order to be able to upgrade the game with new rules without having a monstruous if/else chain (or switch / case, for that matter). Any ideas? What specific design pattern other than MVC should I be using?

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  • Client and Server game update speed

    - by user20686
    I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the game, and the XNA game is the Lidgren client. The client sends key inputs to the server, and the server process the key inputs against game logic, sending back updates. (This seemed like a better idea then sending local positions to the server.) The client also processes the key inputs on its own, so as to not have any visible lag, and then interpolates between the local position and remote position. Based on what I have been reading this is the correct way to smooth out a networked game. The only thing I don’t get is what value to use as the time deltas. Currently every message the server sends it also sends a delta-time update with it, which is time between the last update. The client then saves this delta time to use for its local position updates, so they can be using roughly the same time deltas to calculate position updates. I know the XNA game update gets called 60 times a second, so I set my server to update the game state at the same speed. This will probably only work as long as the game is working on a fixed time step and will probably cause problems if I want to change that in the future. The server sends updates to clients on another thread, which runs at 10 updates per second to cut down on bandwidth. I do not see noticeable lag in movement and over time if no user input is received the local and remote positions converge on each other as they should. I am also not currently calculating for any latency as I am trying to go one step at a time. So my question is should the XNA client be using its current game time to update the local game state and not being using time deltas sent by the server? If I should be using the clients time delta between updates how do I keep it in-line with how fast the server is updating its game state?

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