Daily Archives

Articles indexed Friday November 1 2013

Page 16/17 | < Previous Page | 12 13 14 15 16 17  | Next Page >

  • Crackling sound from microphone recently, in 13.04

    - by Patrig Droumaguet
    I use 13.04 since the release and I use Skype which was working well. But recently I've had remarks saying my voice was "crackling", even if the voice from my interlocutor was perfect. Making a test with Audacity and Cheese, I've seen that every recorded sound (with the front microphone of my laptop or a jack microphone) was crackling. It's not really like saturating, the sound has a lot of annoying pops. I've tried to check the settings, they were still on PulseAudio. I've even tried the extreme solution : re-installing Ubuntu (because initially it was working)… with the same problem. If I boot on Windows (dual-boot) I have no problem (so it's not physical). If anyone could help :) My laptop is a HP dv6-6165sf. The sound card is a "IDT 92HD81B1X5" (with BeatsAudio). Thanks a lot ! New tests - july 6th Hi again, I've tried editing /etc/pulse/default.pa with these three settings : load-module module-udev-detect use_ucm=0 tsched=0 load-module module-udev-detect tsched=0 load-module module-udev-detect use_ucm=0 The three of them don't change anything, except the last one (which was by default) which makes Audacity record without any crackling sound. But in Skype, Cheese and Kazam, the sound is crackling… I've installed again Ubuntu 13.04 (from scratch, deleting everything from /home), and I've updated it. The microphone is still cracking. Thanks for your help !

    Read the article

  • No dual boot option, no boot priority order

    - by Atul
    I installed Ubuntu yesterday. I partitioned my C: when it was asked to give memory allocation to Ubuntu. The version is 12.04. I was able to install Ubuntu completely: Ubuntu is successfully installed. Restart you computer. I restarted and there was no Ubuntu option. Windows 7 also asked for a boot repair. So I did that too. I then wanted to change my boot priority order to Ubuntu but couldn't find it in BIOS section. I allotted 20GB to Ubuntu and it is deducted from C: but I couldn't see the partitioned drive in Windows 7. Wubi was working fine before on PC with dual boot option. I used Linux Live key creator to boot my PC through pen drive.

    Read the article

  • Cannot get 3D OpenGL support in Vmware guests, how can I fix this?

    - by jjapol
    I have been working at this problem for 2 days now. I cannot for the life of me enable 3D support in VMWare 9 guests. My specifications are: Hardware: Dell Latitude E5520 laptop. Processor: Intel i7-2620M CPU @ 2.70GHz × 4. Memory: 8GB. Video: Intel Sandybridge Mobile x86/MMX/SSE2 OS: Ubuntu 12.04.1 LTS, 32 bit. Vmware Workstation: 9.0.1 build-894247 Glxgears functions fine. Frame rate is ~60fps. Vmware guest: Windows 7 Starting the Windows 7 guest in VMware throws the following errors: No 3D support is available from the host. and Hardware graphics acceleration is not available. I've read through this VMware forum thread, but again the hardware in the post is different (nVidia). I've followed the instructions at this Ask Ubuntu post as closely as possible as the question is nearly the same as mine although my hardware is different. Answer 1 regarding setting mks.gl.allowBlacklistedDrivers = TRUE; in my vmx configuration file causes the VM to crash when it starts. The second answer I followed as closely as possible. I uninstalled VMware, Did sudo apt-get install build-essential linux-headers-$(uname -r) at a terminal, Added the PPA https://launchpad.net/~glasen/+archive/intel-driver, Then at a terminal did sudo apt-get update && sudo apt-get upgrade -y I reinstalled VMware and have the same results: no 3D in guests. I'm getting the feeling that something is awry with the Sandy Bridge driver, but I can't seem to come up with any solutions. Has anyone out there run across this problem also? By the way, the operation of the likes of Solidworks and AutoCad within a Windpws 7 guest does appear to be improved in VMware 9 vs VMware 8 in spite of the fact that 3D support is lacking in the Windows 7 guest. I'd also add that my glxinfo file was nearly identical to the glxinfo file posted at askubuntu.com/questions/181829/…. I had a total of seven minor differences per a comparison using Meld. –

    Read the article

  • IIS Not Accepting Login Credentials

    - by Dale Jay
    I have an ASP.NET web form using Microsoft's boilerplate Active Directory login page, set up exactly as suggested. (See http://msdn.microsoft.com/en-us/library/ms180890%28v=vs.80%29.aspx) Windows Authentication is activated on the "Default Website" and "MyWebsite" levels, and Domain\This.User is given "Allow" access to the site. After entering the valid credentials for This.User on the web form, a popup window appears asking me to enter my credentials yet again. Despite entering valid credentials for This.User (after attempting Domain\This.User and This.User formats), it rejects the credentials and returns an unauthorized user page. Active Directory user This.User is valid, the IP address of the AD server has been verified and SPN's have been set up for the server. Any thoughts as to what may be causing this? I can post code if needed.

    Read the article

  • Moodle Inconsistencies, Flowplayer, or Server?

    - by dglickler
    We are trying to decide if an issue we're having with Moodle and our videos is a flowplayer issue, a video issue, or a network issue. Any input is welcome. We've had videos in our Moodle (version 1.9, we're working on an upgrade on a different server) up for weeks, or even months. After that time, some of them have suddenly just stopped working. When they don't work, they just don't load. The videos work when we first upload them. With flowplayer, we don't get errors, just a blank screen. We have re-uploaded our videos several times when this has happened, but we really would like to know what's causing it so that we can prevent it. There are also no keyframe issues with the video. We are currently trying to find answers through various searches, but have not had any luck. I will continue to post more info as I come across it...but if there's anyone who knows or has ideas, it's welcome.

    Read the article

  • How to determine if someone is accessing our database remotely?

    - by Vednor
    I own a content publishing website developed using CakePHP(tm) v 2.1.2 and 5.1.63 MySQL. It was developed by a freelance developer who kept remote access to the database which I wasn’t aware of. One day he accessed to the site and overwrote all the data. After the attack, my hosting provider disabled the remote access to our database and changed the password. But somehow he accessed the site database again and overwrote some information. We’ve managed to stop the attack second time by taking the site down immediately. But now we’re suspecting that he’ll attack again. What we could identified that he’s running a query and changing every information from the database in matter of a sec. Is there any possible way to detect the way he’s accessing our database without remote access or knowing our Cpanel password? Or to identify whether he has left something inside the site that granting him access to our database?

    Read the article

  • DNS servers not set properly? Site failing to load by hostname, though loads fine by IP

    - by Crashalot
    We run www.tekiki.com. Some users, including us, cannot reach www.tekiki.com because of DNS issues. The site resolves fine on the desktop, but it fails from our iPhones and iPads. This doesn't happen to everyone. We noticed the problem yesterday, then set our DNS servers to Cloudflare's DNS servers, hoping that would fix things. Accessing the site by IP addr loads the site fine. Two questions: 1) Does anyone know what the solution is? 2) Should we use other DNS servers besides Cloudflare?

    Read the article

  • Virtual host in Apache Zend

    - by llocani
    I'd like to ask you if you can tell me why I can't get Vhost in Apache to work my Vhostconf is: NameVirtualHost *:80 <VirtualHost _default_:80> ServerAdmin [email protected] DocumentRoot "E:/Archivos de programa/Zend/Apache2/htdocs" ServerName localhost <Directory "E:/Archivos de programa/Zend/Apache2/htdocs"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> #AllowOveride all </VirtualHost> <VirtualHost *:80> ServerAdmin [email protected] DocumentRoot "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects/HealingHands" ServerName healinghands.loc <Directory "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects/HealingHands"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> ErrorLog "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects/HealingHands/logs/error.log" CustomLog "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects/HealingHands/logs/access.log" common #AllowOveride all </VirtualHost> <VirtualHost *:80> ServerAdmin [email protected] DocumentRoot "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects" ServerName dev.loc <Directory "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects"> Options FollowSymLinks AllowOverride All Order allow,deny Allow from all </Directory> ErrorLog "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects/logs/error.log" CustomLog "E:/Documents and Settings/dvieira/Mis documentos/NetBeansProjects/logs/access.log" common #AllowOveride all </VirtualHost> My httpd.conf is: ServerRoot "E:\Archivos de programa\Zend\Apache2" Listen 80 LoadModule actions_module modules/mod_actions.so LoadModule alias_module modules/mod_alias.so LoadModule asis_module modules/mod_asis.so LoadModule auth_basic_module modules/mod_auth_basic.so LoadModule auth_digest_module modules/mod_auth_digest.so LoadModule authn_default_module modules/mod_authn_default.so LoadModule authn_file_module modules/mod_authn_file.so LoadModule authz_default_module modules/mod_authz_default.so LoadModule authz_groupfile_module modules/mod_authz_groupfile.so LoadModule authz_host_module modules/mod_authz_host.so LoadModule authz_user_module modules/mod_authz_user.so LoadModule autoindex_module modules/mod_autoindex.so LoadModule cgi_module modules/mod_cgi.so LoadModule dir_module modules/mod_dir.so LoadModule env_module modules/mod_env.so LoadModule filter_module modules/mod_filter.so LoadModule headers_module modules/mod_headers.so LoadModule imagemap_module modules/mod_imagemap.so LoadModule include_module modules/mod_include.so LoadModule info_module modules/mod_info.so LoadModule isapi_module modules/mod_isapi.so LoadModule log_config_module modules/mod_log_config.so LoadModule mime_module modules/mod_mime.so LoadModule mime_magic_module modules/mod_mime_magic.so LoadModule negotiation_module modules/mod_negotiation.so LoadModule rewrite_module modules/mod_rewrite.so LoadModule setenvif_module modules/mod_setenvif.so LoadModule ssl_module modules/mod_ssl.so LoadModule status_module modules/mod_status.so LoadModule userdir_module modules/mod_userdir.so <IfModule !mpm_netware_module> <IfModule !mpm_winnt_module> User daemon Group daemon </IfModule> </IfModule> ServerAdmin [email protected] DocumentRoot "E:\Archivos de programa\Zend\Apache2/htdocs" <Directory /> Options FollowSymLinks AllowOverride all Order allow,deny Allow from all </Directory> <IfModule dir_module> DirectoryIndex index.php index.html home.php </IfModule> <FilesMatch "^\.ht"> Order allow,deny Deny from all Satisfy All </FilesMatch> ErrorLog "logs/error.log" LogLevel warn <IfModule log_config_module> LogFormat "%h %l %u %t \"%r\" %>s %b \"%{Referer}i\" \"%{User-Agent}i\"" combined LogFormat "%h %l %u %t \"%r\" %>s %b" common <IfModule logio_module> LogFormat "%h %l %u %t \"%r\" %>s %b \"%{Referer}i\" \"%{User-Agent}i\" %I %O" combinedio </IfModule> CustomLog "logs/access.log" common </IfModule> <IfModule alias_module> Alias /NetBeansProjects "E:\Documents and Settings\dvieira\Mis documentos\NetBeansProjects" ScriptAlias /cgi-bin/ "E:\Archivos de programa\Zend\Apache2/cgi-bin/" </IfModule> <IfModule cgid_module> </IfModule> <Directory "E:\Archivos de programa\Zend\Apache2/cgi-bin"> AllowOverride None Options None Order allow,deny Allow from all </Directory> DefaultType text/plain <IfModule mime_module> TypesConfig conf/mime.types AddType application/x-compress .Z AddType application/x-gzip .gz .tgz </IfModule> Include conf/extra/httpd-vhosts.conf <IfModule ssl_module> SSLRandomSeed startup builtin SSLRandomSeed connect builtin </IfModule> Include "conf/zend.conf" NameVirtualHost *:80 <VirtualHost *:80> Include "E:\Archivos de programa\Zend\ZendServer/etc/sites.d/zend-default-vhost-80.conf" </VirtualHost> Include "E:\Archivos de programa\Zend\ZendServer/etc/sites.d/globals-*.conf" Include "E:\Archivos de programa\Zend\ZendServer/etc/sites.d/vhost_*.conf" And my host in Windows: 127.0.0.1 localhost 127.0.0.1 healinghands.loc 127.0.0.1 dev.loc And I can't get any of the browser to recognize dev.loc or healinghands.loc but a ping does it. Localhost is working fine. I've spent 3 days now traying to solve this for my one but I finally quit and have to ask. The error should be this Error Code 11002: host not found. Background: this error indicates that the gateway could not find an authoritative DNS server for the website you are trying to access. Date: 5/20/2013 5:51:03 PM Server: Source: DNS problem. i'd like to add this ping Haciendo ping a healinghands.loc [127.0.0.1] con 32 bytes de datos: Respuesta desde 127.0.0.1: bytes=32 tiempo<1m TTL=128 Respuesta desde 127.0.0.1: bytes=32 tiempo<1m TTL=128 Respuesta desde 127.0.0.1: bytes=32 tiempo<1m TTL=128 Respuesta desde 127.0.0.1: bytes=32 tiempo<1m TTL=128 Estadísticas de ping para 127.0.0.1: Paquetes: enviados = 4, recibidos = 4, perdidos = 0 (0% perdidos), Tiempos aproximados de ida y vuelta en milisegundos: Mínimo = 0ms, Máximo = 0ms, Media = 0ms Today i've tryed something: i've add this domains into the exceptions of mi ie proxy config. This worked for healinghands.loc but not for dev.loc i really do not understand why, both config are exactly the same except for de documentroot. I will continue searching

    Read the article

  • Working with different URL structures

    - by Dane411
    As I'm quite newbie to this field, I've doubts and there are some I couldn't find on Google, i.e: If I'm not wrong, index.html makes it possible to avoid to add the filename to the url, www.example.com/ is equal to www.example.com/index.html. And that works for the following subdirectories, right? www.example.com/music/ Is there any other way to achieve this without using an index.html file? (I've read smth about converting dynamic urls to static: ./?var1=value1&varN=valueN - ./value1/valueN) How can I convert www.example.com/music/ to music.example.com/ and why should it be used? Thanks in advance!

    Read the article

  • Character with several colliders and rigidbodies

    - by Lautaro
    I am doing a PvP fighting game. This is the GameObject hierarchy of the player character. Player contains: Legs Sword Torso Head I want to be able to Register impacts of the sword on a specific body part Use AddForce on the whole player entity when a body part is struck Change the animation of the player that owns the sword that hit Questions Is it correct that the only rigidbody should be on the root Player GameObject ? Is it correct that The body parts should have colliders and be triggers ? Is it correct that The swords should have colliders but not be trigger ?

    Read the article

  • A* how make natural look path?

    - by user11177
    I've been reading this: http://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html But there are some things I don't understand, for example the article says to use something like this for pathfinding with diagonal movement: function heuristic(node) = dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) I don't know how do set D to get a natural looking path like in the article, I set D to the lowest cost between adjacent squares like it said, and I don't know what they meant by the stuff about the heuristic should be 4*D, that does not seem to change any thing. This is my heuristic function and move function: def heuristic(self, node, goal): D = 10 dx = abs(node.x - goal.x) dy = abs(node.y - goal.y) return D * max(dx, dy) def move_cost(self, current, node): cross = abs(current.x - node.x) == 1 and abs(current.y - node.y) == 1 return 19 if cross else 10 Result: The smooth sailing path we want to happen: The rest of my code: http://pastebin.com/TL2cEkeX

    Read the article

  • Action Script 3.0 datatype to match C++ iterator? (Code convertion)

    - by user919496
    I am developing a game with Action Script 3.0 using Starling Framework, converting it from C++ C++ Code : for (std::vector<MyObject*>::iterator i = m_listEnemy->begin();i!= m_listEnemy->end();) { (*i)->update(dt); if ( (*i)->m_Hp <=0 ) { (*i)->release(); i = m_listEnemy->erase(i); continue; } i++; } MyObject is the class. What Action Script 3.0 data type matches the C++ iterator? Also , how can I convert this C++ code to Action Script 3.0 code? Thanks in advance!

    Read the article

  • Which countries have suitable laws for game development companies? [on hold]

    - by yoni0505
    Which countries are most suitable for game companies? By suitable I mean: Their laws let the business be more profitable. (for example: low taxes) Have less bureaucracy. (for example: creating a company, employment laws) Living there isn't expensive. (for example: rent and food prices) etc... In short - maximum revenue with minimum overhead. What other things do I have to consider when choosing the place to be in? Are there any articles about this subject? (I couldn't find any)

    Read the article

  • Why doesn't my GameMaker step event work?

    - by exceltior
    So I want to make some kind of floor that which the player when walks in gets his movement reduced but im having thousand of different issues implementing this since it doesnt appear to do anything ... So i have tried different way: 1 - I have tried Step Event which had the following script: if keyboard_check(ord('A')) { player.x = -5; } if keyboard_check(ord('D')) { player.x = -5; } if keyboard_check(ord('W')) { player.x = -5; } if keyboard_check(ord('S')) { player.x = -5; } 2 - I have tried a Collision Event with the same code 3- I have tried a Step event with collision detection on a script None of these options seem to work at all ... Can you help me?

    Read the article

  • How can I simulate a rigid body bounced from a wall in 3D world?

    - by HyperGroups
    How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe needed in doing bounce). Rotation can be controlled by quaternions/matrix/euler angles. It should turn the head and do rotations and fly to the ground. How can I simulate this physical process? Maybe what I need is an equation and some parameters? I need these data, and would combine them into my movie file, I use Mathematica to do the thing that generate the movie file(If I have the data, I can also export it into a 3DSMax script for example).

    Read the article

  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

    Read the article

  • Model a chain with different elements in Unity 3D

    - by Alex
    I have to model, in unity 3D, a chain that is composed of various elements. some flexible, some rigid. The idea is to realize a human-chain where each person is linked to the other by their hands. I've not tried to implement it yet as i've no idea on what could be a good way to do it. In the game i've to manage a lot of chains of people... maybe also 100 chains composed of 11-15 people. The chain will be pretty simple and there won't be much interaction... Probabily some animation of the people one at time for each chain and some physic reaction (for example pushing a people in a chain should slightle flex the chain) the very problem of this work is that in the chain each object is composed by flexible parts (arms) and rigid parts (the body) and that the connection should remain firm... just like when people handshake... hands are firm and are the wrists to move. i can use C4D to model the meshes. i know this number may cause performance problems, but it's also true i will use low-poly versions of human. (for the real it won't be human, but very simple toonish characters that have harms and legs). So actually i'm trying to find a way to manage this in a way it can work, the performance will be a later problem that i can solve. If there is not a fast 'best-practiced' solution and you have any link/guide/doc that could help me in finding a way to realize this is, it would be very appreciated anyway if you post it. thanks

    Read the article

  • Efficiently separating Read/Compute/Write steps for concurrent processing of entities in Entity/Component systems

    - by TravisG
    Setup I have an entity-component architecture where Entities can have a set of attributes (which are pure data with no behavior) and there exist systems that run the entity logic which act on that data. Essentially, in somewhat pseudo-code: Entity { id; map<id_type, Attribute> attributes; } System { update(); vector<Entity> entities; } A system that just moves along all entities at a constant rate might be MovementSystem extends System { update() { for each entity in entities position = entity.attributes["position"]; position += vec3(1,1,1); } } Essentially, I'm trying to parallelise update() as efficiently as possible. This can be done by running entire systems in parallel, or by giving each update() of one system a couple of components so different threads can execute the update of the same system, but for a different subset of entities registered with that system. Problem In reality, these systems sometimes require that entities interact(/read/write data from/to) each other, sometimes within the same system (e.g. an AI system that reads state from other entities surrounding the current processed entity), but sometimes between different systems that depend on each other (i.e. a movement system that requires data from a system that processes user input). Now, when trying to parallelize the update phases of entity/component systems, the phases in which data (components/attributes) from Entities are read and used to compute something, and the phase where the modified data is written back to entities need to be separated in order to avoid data races. Otherwise the only way (not taking into account just "critical section"ing everything) to avoid them is to serialize parts of the update process that depend on other parts. This seems ugly. To me it would seem more elegant to be able to (ideally) have all processing running in parallel, where a system may read data from all entities as it wishes, but doesn't write modifications to that data back until some later point. The fact that this is even possible is based on the assumption that modification write-backs are usually very small in complexity, and don't require much performance, whereas computations are very expensive (relatively). So the overhead added by a delayed-write phase might be evened out by more efficient updating of entities (by having threads work more % of the time instead of waiting). A concrete example of this might be a system that updates physics. The system needs to both read and write a lot of data to and from entities. Optimally, there would be a system in place where all available threads update a subset of all entities registered with the physics system. In the case of the physics system this isn't trivially possible because of race conditions. So without a workaround, we would have to find other systems to run in parallel (which don't modify the same data as the physics system), other wise the remaining threads are waiting and wasting time. However, that has disadvantages Practically, the L3 cache is pretty much always better utilized when updating a large system with multiple threads, as opposed to multiple systems at once, which all act on different sets of data. Finding and assembling other systems to run in parallel can be extremely time consuming to design well enough to optimize performance. Sometimes, it might even not be possible at all because a system just depends on data that is touched by all other systems. Solution? In my thinking, a possible solution would be a system where reading/updating and writing of data is separated, so that in one expensive phase, systems only read data and compute what they need to compute, and then in a separate, performance-wise cheap, write phase, attributes of entities that needed to be modified are finally written back to the entities. The Question How might such a system be implemented to achieve optimal performance, as well as making programmer life easier? What are the implementation details of such a system and what might have to be changed in the existing EC-architecture to accommodate this solution?

    Read the article

  • Smooth Camera Zoom Factor Change

    - by Siddharth
    I have game play scene in which user can zoom in and out. For which I used smooth camera in the following manner. public static final int CAMERA_WIDTH = 1024; public static final int CAMERA_HEIGHT = 600; public static final float MAXIMUM_VELOCITY_X = 400f; public static final float MAXIMUM_VELOCITY_Y = 400f; public static final float ZOOM_FACTOR_CHANGE = 1f; mSmoothCamera = new SmoothCamera(0, 0, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT, Constants.MAXIMUM_VELOCITY_X, Constants.MAXIMUM_VELOCITY_Y, Constants.ZOOM_FACTOR_CHANGE); mSmoothCamera.setBounds(0f, 0f, Constants.CAMERA_WIDTH, Constants.CAMERA_HEIGHT); But above thing create problem for me. When user perform zoom in and leave game play scene then other scene behaviour not look good. I already set zoom factor to 1 for this purpose. But now it show camera translation in other scene. Because scene switching time it so much small that player can easily saw translation of camera that I don't want to show. After camera reposition, everything works perfect but how to set camera its proper position. For example my loading text move from bottom to top or vice versa based on camera movement. Any more detail you want then I can able to give you.

    Read the article

  • How to implement lockstep model for RTS game?

    - by user11177
    In my effort to learn programming I'm trying to make a small RTS style game. I've googled and read a lot of articles and gamedev q&a's on the topic of lockstep synchronization in multiplayer RTS games, but am still having trouble wrapping my head around how to implement it in my own game. I currently have a simple server/client system. For example if player1 selects a unit and gives the command to move it, the client sends the command [move, unit, coordinates] to the server, the server runs the pathfinding function and sends [move, unit, path] to all clients which then moves the unit and run animations. So far so good, but not synchronized for clients with latency or lower/higher FPS. How can I turn this into a true lockstep system? Is the right methodology supposed to be something like the following, using the example from above: Turn 1 start gather command inputs from player1 send to the server turn number and commands end turn, increment turn number The server receives the commands, runs pathfinding and sends the paths to all clients. Next turn receive paths from server, as well as confirmation that all clients completed previous turn, otherwise pause and wait for that confirmation move units gather new inputs end turn Is that the gist of it? Should perhaps pathfinding and other game logic be done client side instead of on the server, if so why? Is there anything else I'm missing? I hope someone can break down the concept, so I understand it better.

    Read the article

< Previous Page | 12 13 14 15 16 17  | Next Page >