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null | [deleted] | null | [deleted] | null | 0 | 1491156784 | False | 0 | dfqi16a | t3_62vx64 | null | null | t1_dfq21zm | null | 1493732578 | 1 | t5_2fwo | null | null | null |
null | sneeden | null | I used to work at a company that became WebRTC at Google (acquired). It used to (maybe still does) use RTP/RTCP under the hood. As I recall those sit on top of UDP.
| null | 0 | 1491156842 | False | 0 | dfqi2sp | t3_62z7p7 | null | null | t1_dfqgrgs | null | 1493732600 | 6 | t5_2fwo | null | null | null |
null | kyonz | null | From my reading it looks like QL by default runs between 30-40 tick by default but they unlocked changing this in a patch in early 2015. Id assume more competitive QL would use higher tickrates comparable to cs. (Assuming that more competitive QL exists still). | null | 0 | 1491156875 | False | 0 | dfqi3qu | t3_62yl50 | null | null | t1_dfqh3pi | null | 1493732612 | 5 | t5_2fwo | null | null | null |
null | vattenpuss | null | Fighting games have higher requirements, but they also have much simpler state. | null | 0 | 1491157170 | False | 0 | dfqic56 | t3_62yl50 | null | null | t1_dfq9cg1 | null | 1493732725 | 5 | t5_2fwo | null | null | null |
null | itsmoppy | null | You're right that they don't recreate the game by replaying the inputs. It wasn't my intention to imply that since that would break over patches.
Mouse clicks are visible in Dota 2 replays if you set player perspective. I can't speak for other games using the same engine. | null | 0 | 1491157215 | False | 0 | dfqidem | t3_62yl50 | null | null | t1_dfqhx27 | null | 1493732742 | 4 | t5_2fwo | null | null | null |
null | pinealservo | null | This is a nice blog post. It did strike me as a bit odd characterizing the nephew's process as Machine Learning, though. The whole reason it's called "Machine Learning" is that it's *modeled after* an understanding of human learning, which is what the nephew is actually doing.
It's cool to notice the similarities in m... | null | 0 | 1491157272 | False | 0 | dfqif5j | t3_62zx67 | null | null | t3_62zx67 | null | 1493732767 | 11 | t5_2fwo | null | null | null |
null | vattenpuss | null | What happens if two players shoot eachother at the same time?
Say they both have a 30 ms ping, that leaves quite a lot of leeway for both players getting a shot off killing eachother. There is not one player that is the shooter in every encounter. | null | 0 | 1491157285 | False | 0 | dfqifjp | t3_62yl50 | null | null | t1_dfqd578 | null | 1493732772 | 5 | t5_2fwo | null | null | null |
null | kyonz | null | Agreed and not doing so would open players up to being ddosed in competitive scenarios so although good on paper a huge headache in practice. | null | 0 | 1491157288 | False | 0 | dfqifn7 | t3_62yl50 | null | null | t1_dfqa71q | null | 1493732773 | 1 | t5_2fwo | null | null | null |
null | Apostolique | null | You must have miss clicked something on that page. I can see the content just fine. | null | 0 | 1491157345 | False | 0 | dfqihbh | t3_62yl50 | null | null | t1_dfqh163 | null | 1493732795 | 1 | t5_2fwo | null | null | null |
null | Anon49 | null | Click on "Distributed Simulation Network Models" | null | 0 | 1491157365 | False | 0 | dfqihvp | t3_62yl50 | null | null | t1_dfqihbh | null | 1493732803 | 2 | t5_2fwo | null | null | null |
null | dequis | null | But that was not a buffer overflow. Not checking for malloc/realloc failures is a very minor bug, so minor that some code styles recommend against including any checks at all (it's pointless to bother at all unless you're targeting embedded systems) | null | 0 | 1491157407 | False | 0 | dfqij24 | t3_62wye0 | null | null | t1_dfq53eu | null | 1493732819 | 7 | t5_2fwo | null | null | null |
null | bumblebritches57 | null | IDK I just assumed Germans were proud of germany and idk preferred speaking/using german and only used english when they had to. | null | 0 | 1491157409 | False | 0 | dfqij47 | t3_62ls64 | null | null | t1_dfqbt0e | null | 1493732819 | 1 | t5_2fwo | null | null | null |
null | josefx | null | > Luckily, languages like GHC Haskell have GCs and allocators that are explicitly designed to make work like this nearly free, or at least very cheap depending on the collections library you use
I would hope that the designers of these structures make use of the fact that only a very small part of the object graph... | null | 0 | 1491157469 | False | 0 | dfqikw1 | t3_62yl50 | null | null | t1_dfqh99a | null | 1493732843 | 10 | t5_2fwo | null | null | null |
null | kyonz | null | I just replied to another person in this chain but wanted to address this directly as it's important to note that although this is a good idea technically it would reveal enemy IP addresses to players and allow ddosing in competitive scenarios so should generally be avoided unfortunately.
Also this would create a high... | null | 0 | 1491157515 | False | 0 | dfqim69 | t3_62yl50 | null | null | t1_dfq6sve | null | 1493732860 | 7 | t5_2fwo | null | null | null |
null | ragnarmcryan | null | > already
I would say that's good opposed to figuring that out in the long run. Thanks for the tip! | null | 0 | 1491157616 | False | 0 | dfqip0a | t3_6290hb | null | null | t1_dfq11ns | null | 1493732898 | 1 | t5_2fwo | null | null | null |
null | Derpscientist | null | Why should we lower our standards? How do we evaluate for fundamentals in an hour-long interview without whiteboarding? There are plenty of programmers who can design database schemas and create pretty HTML but are years of knowledge from being able to implement a persistent hash map, distributed transactions, a simple... | null | 1 | 1491157847 | False | 0 | dfqivew | t3_62xwba | null | null | t1_dfqh9o5 | null | 1493732984 | 0 | t5_2fwo | null | null | null |
null | vattenpuss | null | He's developing a stack, but he's full. | null | 0 | 1491157913 | False | 0 | dfqixaf | t3_62vx64 | null | null | t1_dfpzjuk | null | 1493733008 | 2 | t5_2fwo | null | null | null |
null | cybergibbons | null | So practically every web developer then? | null | 0 | 1491157957 | False | 0 | dfqiyix | t3_62ul90 | null | null | t1_dfqds2w | null | 1493733032 | 1 | t5_2fwo | null | null | null |
null | humoroushaxor | null | I meant as far as implications of client v server accuracy. I can't think of another game which requires the level of game play accuracy + reaction time Counter Strike does at the highest levels. | null | 0 | 1491158021 | False | 0 | dfqj0a2 | t3_62yl50 | null | null | t1_dfqic56 | null | 1493733055 | 1 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491158102 | False | 0 | dfqj2hw | t3_62yl50 | null | null | t1_dfqetwi | null | 1493733086 | -5 | t5_2fwo | null | null | null |
null | AyrA_ch | null | WebRTC supports both. lossy is used for audio/video transport. Browsers will not recover the lost information, which causes the audio/video to cut out. it auto adjusts the quality for the bandwidth you have.
To transport other data you can set the connection to reliable mode, which sort of emulates TCP over UDP.
Don'... | null | 0 | 1491158132 | False | 0 | dfqj3cg | t3_62z7p7 | null | null | t1_dfqgrgs | null | 1493733098 | 3 | t5_2fwo | null | null | null |
null | ATownStomp | null | Then they get shot at the same time. The conditions for how two players shoot each other simultaneously are different.
I haven't watched the video so I may be way off but I've heard this referred to as "peaker's advantage". Hits against opponents are calculated client side and relayed to the recipient. Should an enem... | null | 0 | 1491158134 | False | 0 | dfqj3e1 | t3_62yl50 | null | null | t1_dfqifjp | null | 1493733098 | 7 | t5_2fwo | null | null | null |
null | frenris | null | You change the variable type depending on which field is used.
The only difference vs using the underlying field type would be
- two int fields of the same Union would be distinct types
- you'd have empty bits as part of the type so you wouldn't have to repack
Not sure if worth it | null | 0 | 1491158220 | False | 0 | dfqj5s3 | t3_62wye0 | null | null | t1_dfqhbpp | null | 1493733129 | 1 | t5_2fwo | null | null | null |
null | Svenskunganka | null | I'm not the right person to ask that, since I do not work for Blizzard on Overwatch.
However in the video the devs says that almost every weapon fires a projectile, so if two players shoot each other at the same time, both actually should die (shoot as in spawn projectiles in the world that starts to travel towards th... | null | 0 | 1491158249 | False | 0 | dfqj6kq | t3_62yl50 | null | null | t1_dfqifjp | null | 1493733141 | 2 | t5_2fwo | null | null | null |
null | addmoreice | null | I would argue well done was what ruined the meal, but to each their own. Even the veggie only peeps. | null | 0 | 1491158302 | False | 0 | dfqj820 | t3_62wye0 | null | null | t1_dfqbjyp | null | 1493733160 | 1 | t5_2fwo | null | null | null |
null | grimtooth | null | They do? I've never noticed. | null | 0 | 1491158429 | False | 0 | dfqjbkq | t3_62vx64 | null | null | t1_dfqc4je | null | 1493733207 | 1 | t5_2fwo | null | null | null |
null | orangecodeLol | null | That's true, thanks! | null | 0 | 1491158469 | False | 0 | dfqjcoi | t3_62yl50 | null | null | t1_dfqim69 | null | 1493733225 | 1 | t5_2fwo | null | null | null |
null | RustDragon | null | That was me not the person who claimed to find one in 65 seconds, I misread a function, that specific one didn't (obviously anyways, but I suspect it legitimately didn't) overflow.
I didn't have more time to go fix my post at the time. | null | 0 | 1491158469 | False | 0 | dfqjcor | t3_62wye0 | null | null | t1_dfq2g7m | null | 1493733225 | 1 | t5_2fwo | null | null | null |
null | aullik | null | Simple answer it doesn't.
Every functional language has some way of storing a mutable state. It might be hidden/abstracted away or it might be solved by just accessing some other data structure written in another language.
In the end most programs written in a functional language depend on a state or a database or... | null | 0 | 1491158489 | False | 0 | dfqjd7g | t3_62yl50 | null | null | t1_dfq4yqq | null | 1493733232 | 5 | t5_2fwo | null | null | null |
null | AyrA_ch | null | > I am no expert, but isn't this a bit too much for a single file
Let me introduce you the garbage collector of the .NET framework: https://raw.githubusercontent.com/dotnet/coreclr/master/src/gc/gc.cpp
36952 lines
It's the largest file in the entire repository (1.2 MB)
| null | 0 | 1491158600 | False | 0 | dfqjg85 | t3_62z7p7 | null | null | t1_dfqfbqq | null | 1493733272 | 24 | t5_2fwo | null | null | null |
null | slavik262 | null | A big part of this just comes down to how much a company is willing to spend on testing and verification.
On one hand, I think our industry spends far less time and money on software quality than it should. On the other hand, I think it's reasonable to test some random app less than one would test avionics software. "... | null | 0 | 1491158690 | False | 0 | dfqjivh | t3_62wye0 | null | null | t1_dfq7pbs | null | 1493733307 | 10 | t5_2fwo | null | null | null |
null | juvee | null | wow. | null | 0 | 1491158735 | False | 0 | dfqjk6n | t3_62z7p7 | null | null | t1_dfqjg85 | null | 1493733325 | 8 | t5_2fwo | null | null | null |
null | vattenpuss | null | Ah, sorry for presuming you knew that as well.
Yeah, even if weapons are "hitscan" player should be able to kill eachother. If the server does not allow that, it will give advantage to random players for latency reasons. | null | 0 | 1491158739 | False | 0 | dfqjkbp | t3_62yl50 | null | null | t1_dfqj6kq | null | 1493733327 | 2 | t5_2fwo | null | null | null |
null | kankyo | null | Only not. We shouldn't all make the same trade offs. It'd be a waste of time/money. | null | 0 | 1491158765 | False | 0 | dfqjl24 | t3_62wye0 | null | null | t1_dfq7pbs | null | 1493733336 | 1 | t5_2fwo | null | null | null |
null | vattenpuss | null | Fighting games are also played online. At the highest levels though, games have to be played locally since the reaction time requirements are higher than in e.g. CS. | null | 0 | 1491158886 | False | 0 | dfqjogg | t3_62yl50 | null | null | t1_dfqj0a2 | null | 1493733382 | 9 | t5_2fwo | null | null | null |
null | hoopdizzle | null | Yeah why would someone store anything besides the session identifier key in a cookie? On top of the security risk browsers have a hard limit on how much data can be stored in cookies per site, which if the encryption inflates the size of the stored data, is especially at risk of being exceeded. | null | 0 | 1491159096 | False | 0 | dfqjufk | t3_62ul90 | null | null | t1_dfpftjt | null | 1493733462 | 1 | t5_2fwo | null | null | null |
null | gbs5009 | null | Any city developers flock to is going to become one of the most expensive ones. | null | 0 | 1491159222 | False | 0 | dfqjxyw | t3_62zrgk | null | null | t3_62zrgk | null | 1493733509 | 5 | t5_2fwo | null | null | null |
null | buaya91 | null | Hi, I've tried correct it a couple of times, apparently I need more helps, thanks for pointing it out, at least now I know people care about it =) | null | 0 | 1491159233 | False | 0 | dfqjya6 | t3_62yl50 | null | null | t1_dfqed46 | null | 1493733513 | 5 | t5_2fwo | null | null | null |
null | jephthai | null | Hah, can't wait for ML winter! | null | 0 | 1491159240 | False | 0 | dfqjyht | t3_62zx67 | null | null | t1_dfqem5y | null | 1493733515 | 9 | t5_2fwo | null | null | null |
null | Solon1 | null | Popular with .NET devs? Really? There is no evidence that Codeplex was ever popular. And is .NET popular now? I guess being ranked #8 on Github, beneath #7 CSS is pretty good. There is nothing wrong with being ranked beaneath a stylesheet language that many people don't consider a language. | null | 0 | 1491159313 | False | 0 | dfqk0hn | t3_62n5mx | null | null | t1_dfoo4h4 | null | 1493733542 | 0 | t5_2fwo | null | null | null |
null | BowserKoopa | null | oh my | null | 0 | 1491159415 | False | 0 | dfqk3d8 | t3_62sqe6 | null | null | t1_dfpyku1 | null | 1493733581 | 1 | t5_2fwo | null | null | null |
null | Apostolique | null | Oh shit! You are right! | null | 0 | 1491159493 | False | 0 | dfqk5l5 | t3_62yl50 | null | null | t1_dfqihvp | null | 1493733609 | 2 | t5_2fwo | null | null | null |
null | BarMeister | null | > I don't know if its pure P2P or with some confirmation server/proxy in the middle.
I'm quite sure there are servers in the middle. To my understanding, they handle the matchmaker, and keep track of matches played and some match data. But I don't know how exactly the boundaries of what is and isn't done by the ser... | null | 0 | 1491159574 | False | 0 | dfqk7tc | t3_62yl50 | null | null | t1_dfqhnzx | null | 1493733640 | 3 | t5_2fwo | null | null | null |
null | EyeAmAhEr | null | Clever! I have never seen GIT capitalized like that before. | null | 0 | 1491159616 | False | 0 | dfqk90t | t3_62szbn | null | null | t3_62szbn | null | 1493733656 | 1 | t5_2fwo | null | null | null |
null | bengarney | null | Sure. I wasn't very clear, I mean - does simple-peer expose that functionality for data, not video/audio? | null | 0 | 1491159684 | False | 0 | dfqkavw | t3_62z7p7 | null | null | t1_dfqj3cg | null | 1493733681 | 2 | t5_2fwo | null | null | null |
null | gopher9 | null | It is quite fine as it own for simple tasks. | null | 0 | 1491159724 | False | 0 | dfqkc1l | t3_62zk1i | null | null | t1_dfqhk2q | null | 1493733696 | 2 | t5_2fwo | null | null | null |
null | ElvishJerricco | null | Yep. `Data.Map` is very good about this in Haskell. | null | 0 | 1491159736 | False | 0 | dfqkcer | t3_62yl50 | null | null | t1_dfqikw1 | null | 1493733701 | 9 | t5_2fwo | null | null | null |
null | AyrA_ch | null | > does simple-peer expose that functionality for data, not video/audio?
Don't know. We used [peerJS](http://peerjs.com/) whch did. | null | 0 | 1491159736 | False | 0 | dfqkcf8 | t3_62z7p7 | null | null | t1_dfqkavw | null | 1493733701 | 2 | t5_2fwo | null | null | null |
null | hawleyal | null | Hah. I guess. I would say they wouldn't have a job long. | null | 0 | 1491159750 | False | 0 | dfqkcuy | t3_62ul90 | null | null | t1_dfqiyix | null | 1493733708 | 1 | t5_2fwo | null | null | null |
null | baerion | null | > [...] before Rust programmers as a group get used to a slow compiler and come to accept it as a fact of life (like Haskell programmers).
One reason I switched from Scala to Haskell was because GHC used to compile so much faster, unless you use crazy new type system features or compile time macros. Some of the big... | null | 0 | 1491159751 | False | 0 | dfqkcvj | t3_62wye0 | null | null | t3_62wye0 | null | 1493733708 | 4 | t5_2fwo | null | null | null |
null | WittyAdrian | null | How would you fill in the games between a 20 or even 30 tick server and a 60 fps game then? Or do all the clients simply run like 1 or 2 ticks behind the server so you can interpolate between 2 known points?
As you can see I still have a lot to learn, which is why I'm commenting under an article like this one ;) | null | 0 | 1491159759 | False | 0 | dfqkd3g | t3_62yl50 | null | null | t1_dfqgp7j | null | 1493733711 | 1 | t5_2fwo | null | null | null |
null | ericlathrop | null | It does. I'm currently building a game using it. | null | 0 | 1491159829 | False | 0 | dfqkf2k | t3_62z7p7 | null | null | t1_dfqkavw | null | 1493733736 | 2 | t5_2fwo | null | null | null |
null | jackssingleton | null | Hi all, I'm the author -- thanks for reading and for all your feedback!
I'd like to address the attitude of some of the highest voted comments...
> hawleyal - 174 points: "Or you know, don't put data in cookies except the session tokens ..."
> FearlessFreep - 91 points: "... if you're a newb and have not been ... | null | 0 | 1491159909 | 1491160173 | 0 | dfqkhal | t3_62ul90 | null | null | t3_62ul90 | null | 1493733766 | 3 | t5_2fwo | null | null | null |
null | WittyAdrian | null | Do most games use interpolation these days? Basically always being 1 tick or such behind the server? | null | 0 | 1491159967 | False | 0 | dfqkiun | t3_62yl50 | null | null | t1_dfq9cfw | null | 1493733788 | 3 | t5_2fwo | null | null | null |
null | sultry_somnambulist | null | the reason why twitch is more attractive is because they don't yet have to cover the infrastructure costs that youtube has. Youtube is not profitable. 99% of what they host is barely monetisable, but that is precisely what users demand of the platform. This is why, at the moment, Twitch can offer more generous conditio... | null | 0 | 1491159968 | False | 0 | dfqkiv8 | t3_62zdsh | null | null | t1_dfqchyy | null | 1493733788 | 5 | t5_2fwo | null | null | null |
null | bumblebritches57 | null | It's a chicken an egg problem to cross compile rust for another platform when that's PRECISELY WHY LLVM WAS BUILT IN THE FIRST PLACE? | null | 1 | 1491160000 | False | 0 | dfqkjqf | t3_62wye0 | null | null | t1_dfq7n36 | null | 1493733800 | 0 | t5_2fwo | null | null | null |
null | tambry | null | I guess you're kinda right about it being a wrapper, but I'd still consider at an alternative considering how many features it has nowadays - it has its own whole language along with loops, variables and everything. You more or less only generate something into the eventual build files only if you call functions that d... | null | 0 | 1491160114 | False | 0 | dfqkmw2 | t3_62zk1i | null | null | t1_dfqhhyk | null | 1493733842 | 2 | t5_2fwo | null | null | null |
null | bumblebritches57 | null | When you say stop using malloc can you explain why?
I remember hearing that back when I first started out so I only used calloc, but I don't know what the problems actually are. | null | 0 | 1491160116 | False | 0 | dfqkmyc | t3_62wye0 | null | null | t1_dfqe6l8 | null | 1493733842 | 1 | t5_2fwo | null | null | null |
null | GoTheFuckToBed | null | There is a video somewhere on the web where Halo devs explain where they hide the latency. | null | 0 | 1491160145 | False | 0 | dfqknrs | t3_62yl50 | null | null | t3_62yl50 | null | 1493733854 | 5 | t5_2fwo | null | null | null |
null | bumblebritches57 | null | So how do you pass around pointers?
can you have multiple instances of structs then? | null | 0 | 1491160153 | False | 0 | dfqknzx | t3_62wye0 | null | null | t1_dfpr0e0 | null | 1493733857 | -1 | t5_2fwo | null | null | null |
null | Xdes | null | All those concepts are cool and all, but most programming jobs won't need them. There are probably only hundreds of companies that work on any actual software engineering, so if you want to work at one of them then you will take the necessary extended knowledge into account. | null | 0 | 1491160225 | False | 0 | dfqkpzq | t3_62xwba | null | null | t1_dfqivew | null | 1493733883 | 2 | t5_2fwo | null | null | null |
null | saevarb | null | "Imperative" and "mutable" are not synonyms. | null | 0 | 1491160235 | False | 0 | dfqkq8k | t3_62yl50 | null | null | t1_dfq5t3b | null | 1493733886 | 31 | t5_2fwo | null | null | null |
null | aullik | null | possible. At least if people try to bring their videos and millions of daily vlogs to twitch. I think twitch will make people pay for videos tho. Specially if people want to to persist. | null | 0 | 1491160295 | False | 0 | dfqkrxs | t3_62zdsh | null | null | t1_dfqkiv8 | null | 1493733912 | 0 | t5_2fwo | null | null | null |
null | pheonixblade9 | null | really it's just a retcon, I just didn't know how to spell phoenix when I was 11 years old | null | 0 | 1491160303 | False | 0 | dfqks5k | t3_62n15u | null | null | t1_dfqfj93 | null | 1493733915 | 1 | t5_2fwo | null | null | null |
null | bumblebritches57 | null | > only works on Linux
So it's useless? great to know. | null | 0 | 1491160317 | False | 0 | dfqksju | t3_62zk1i | null | null | t1_dfqf02i | null | 1493733921 | -21 | t5_2fwo | null | null | null |
null | Anon49 | null | Yes, Interpolation delay. Best case you're exactly one tick behind (Usually its set to a bit more because your ping is fluctuating, you want to make sure your client always has these two points, and if a packet is a bit late you don't have the information to continue, and either freeze or predict (Most new games unders... | null | 0 | 1491160342 | 1491160628 | 0 | dfqkta5 | t3_62yl50 | null | null | t1_dfqkd3g | null | 1493733930 | 2 | t5_2fwo | null | null | null |
null | spazgamz | null | You have time frame structures representing bits of state and then make tick return a new frame from the old ones.
WorldFrame tick(oldWorldFrame, inputFrame, remoteUpdateFrame);
Then, in an FP language such as haskell you would use (in C-like pseudo code)
listOfWorldFrames = scanl(tick, initialWorldFrame, li... | null | 0 | 1491160372 | False | 0 | dfqku44 | t3_62yl50 | null | null | t1_dfq4yqq | null | 1493733941 | 3 | t5_2fwo | null | null | null |
null | maryjayjay | null | Not really. Yaml is a syntax independent of the grammar you're expressing in it. Your grammar is natural to you because you invented it. Makefiles are natural to millions of programmers because they invested time to learn it. | null | 0 | 1491160477 | False | 0 | dfqkx1h | t3_62zk1i | null | null | t1_dfq9nkb | null | 1493733980 | 16 | t5_2fwo | null | null | null |
null | LtAramaki | null | Yeah... I definitely didn't mean to say "mutable code", I meant to say "imperative code". ^/s
Seriously, though, give me an example of a mainstream language that can be considered "imperative" & has strict immutability. For the record, functional languages are considered an example of "declarative programming". | null | 0 | 1491160565 | 1491164604 | 0 | dfqkzig | t3_62yl50 | null | null | t1_dfqkq8k | null | 1493734013 | -10 | t5_2fwo | null | null | null |
null | WittyAdrian | null | Would being a few ticks behind, say 5 or even 10, reduce the impact of lag? Because you could just retrieve the tick number from the server and interpolate depending on what the last received tick was, if there happen to be any missing. Is there a clear advantage to being as close as possible to the server, say 1 tick ... | null | 0 | 1491160627 | False | 0 | dfql191 | t3_62yl50 | null | null | t1_dfqkta5 | null | 1493734037 | 1 | t5_2fwo | null | null | null |
null | suiradx | null | Rust | null | 0 | 1491160645 | False | 0 | dfql1ql | t3_62yl50 | null | null | t1_dfqkzig | null | 1493734043 | 4 | t5_2fwo | null | null | null |
null | RoGryza | null | > I think **simpler** alternatives should exist. | null | 0 | 1491160698 | False | 0 | dfql398 | t3_62zk1i | null | null | t1_dfqa2zx | null | 1493734063 | 8 | t5_2fwo | null | null | null |
null | indigothroat | null | While explaining what are interfaces, you mentioned , "It is a feature of Java where all the methods in it are abstract methods." . Well, its not true anymore with Java 8. In Java 8, you can provide default implementations for methods in your interfaces. | null | 0 | 1491160712 | False | 0 | dfql3nv | t3_631b1q | null | null | t3_631b1q | null | 1493734069 | 3 | t5_2fwo | null | null | null |
null | LtAramaki | null | Are you kidding me, Rust literally has a `mut` keyword to declare mutable variables and references. It also has structures like Cell that are mutable by default.
Try again. | null | 1 | 1491160823 | 1491161283 | 0 | dfql6pi | t3_62yl50 | null | null | t1_dfql1ql | null | 1493734109 | 6 | t5_2fwo | null | null | null |
null | Eirenarch | null | "Popular with .NET devs" means that in the set of .NET devs Codeplex was popular. The statement will still be true even if there are just two .NET developers in the world. And yes, .NET is super popular. Like 8th on GitHub. | null | 0 | 1491160831 | False | 0 | dfql6xt | t3_62n5mx | null | null | t1_dfqk0hn | null | 1493734112 | 3 | t5_2fwo | null | null | null |
null | Tarmen | null | This is mostly relevant for dsl's because a being tagless allows you to skip building the ast before evaluating.
You might be interested in the tagless final representation. You basically create traits for all the parts of your dsl and those functions all evaluate to Self, your representation.
This means you can mix... | null | 0 | 1491160832 | 1491161454 | 0 | dfql6ya | t3_62wye0 | null | null | t1_dfqj5s3 | null | 1493734113 | 2 | t5_2fwo | null | null | null |
null | mmstick | null | If by pointers you mean unsafe raw pointers like `*const T` and `*mut T`, no one passes these around unless they are working at the FFI layer to export/import functions to and from the C ABI, or you are writing a low level data structure that for some reason needs unsafe raw pointers (even then, highly questionable).
... | null | 0 | 1491160835 | False | 0 | dfql71w | t3_62wye0 | null | null | t1_dfqknzx | null | 1493734114 | 7 | t5_2fwo | null | null | null |
null | paholg | null | In what world do you think that was even a slightly productive comment? | null | 0 | 1491160896 | False | 0 | dfql8p3 | t3_62zk1i | null | null | t1_dfqksju | null | 1493734135 | 9 | t5_2fwo | null | null | null |
null | tambry | null | I'd consider being cross-platform a huge simplification over writing different build scripts for many different platforms. | null | 0 | 1491160943 | False | 0 | dfql9xq | t3_62zk1i | null | null | t1_dfql398 | null | 1493734153 | 3 | t5_2fwo | null | null | null |
null | burntsushi | null | This is a phenomenal paper on the topic, for those that want to follow along at home: http://okmij.org/ftp/tagless-final/course/lecture.pdf
cc /u/frenris /u/gnuvince | null | 0 | 1491161070 | False | 0 | dfqldmf | t3_62wye0 | null | null | t1_dfql6ya | null | 1493734203 | 5 | t5_2fwo | null | null | null |
null | Uhitsagrutoo | null | Latency based routing for DNS is a very different solution than this. Or fixed DNS records with anycast'ed IP addresses. Many ways to skin that cat. | null | 0 | 1491161085 | False | 0 | dfqle1a | t3_62vx64 | null | null | t1_dfqct4s | null | 1493734208 | 1 | t5_2fwo | null | null | null |
null | kibwen | null | The grandparent is incorrect, Rust has official, stable support for dozens of platforms, thanks to LLVM: https://forge.rust-lang.org/platform-support.html . Even Tier 3 platforms often have explicit code to support them in the compiler. If the grandparent was specifically talking about Tier 1 support on non-x86 platfor... | null | 0 | 1491161155 | False | 0 | dfqlfzj | t3_62wye0 | null | null | t1_dfqkjqf | null | 1493734235 | 10 | t5_2fwo | null | null | null |
null | burntsushi | null | The existence of cross compilation for platform `X` is not sufficient to declare platform `X` as tier 1. See: https://forge.rust-lang.org/platform-support.html | null | 0 | 1491161159 | False | 0 | dfqlg4i | t3_62wye0 | null | null | t1_dfqkjqf | null | 1493734237 | 6 | t5_2fwo | null | null | null |
null | markusmeskanen | null | Thus "that much" instead of just "doens't matter".
> The more precision and action the game requires, the more it matters. | null | 0 | 1491161193 | False | 0 | dfqlh1y | t3_62yl50 | null | null | t1_dfqh5nw | null | 1493734249 | 2 | t5_2fwo | null | null | null |
null | saevarb | null | You can write imperative code in Haskell. Monads are for sequencing computations.
My point was just that "pure and immutable" and "imperative" are not antonyms and can definitely coexist in a language. | null | 0 | 1491161228 | False | 0 | dfqli1s | t3_62yl50 | null | null | t1_dfqkzig | null | 1493734262 | 24 | t5_2fwo | null | null | null |
null | BarMeister | null | It's called "shooter's advantage". Ow devs removed it for high ping players because it was causing people with low ping that were being shot to die exactly like you said, as well as it could cause high ping players to dodge shots. | null | 0 | 1491161268 | False | 0 | dfqlj64 | t3_62yl50 | null | null | t1_dfqj3e1 | null | 1493734277 | 7 | t5_2fwo | null | null | null |
null | Anon49 | null | >Is there a clear advantage to being as close as possible to the server, say 1 tick behind?
On fast paced FPS games, every extra delay is huge. The sooner you see stuff the faster you can react, and since everyone has somewhat the same reaction time, every extra millisecond is going to count.
Old Source games (TF2... | null | 0 | 1491161268 | 1491161628 | 0 | dfqlj6e | t3_62yl50 | null | null | t1_dfql191 | null | 1493734277 | 1 | t5_2fwo | null | null | null |
null | ElCerebroDeLaBestia | null | Rewrite your comment in Rust. | null | 0 | 1491161305 | False | 0 | dfqlk8r | t3_62yl50 | null | null | t1_dfql6pi | null | 1493734291 | 25 | t5_2fwo | null | null | null |
null | [deleted] | null | [deleted] | null | 0 | 1491161426 | False | 0 | dfqlnmx | t3_62zdsh | null | null | t1_dfqchyy | null | 1493734336 | 0 | t5_2fwo | null | null | null |
null | to_be_deleted_soon | null | How about you make a title that isn't clickbait? Try again | null | 0 | 1491161495 | False | 0 | dfqlpn5 | t3_62weyo | null | null | t3_62weyo | null | 1493734363 | -1 | t5_2fwo | null | null | null |
null | LtAramaki | null | A more accurate statement would be that Haskell code can generate imperative code (in monads like IO), not that you can write imperative Haskell.
Pure Haskell and imperative IO commands don't "coexist in a language" as much as it's one language used to define statements for another. What I'm saying isn't even controve... | null | 0 | 1491161544 | 1491161745 | 0 | dfqlr03 | t3_62yl50 | null | null | t1_dfqli1s | null | 1493734382 | -15 | t5_2fwo | null | null | null |
null | couldntleaveblank | null | It's about 1 tick per second. A trick you can do is rig and equip certain ships to align to something in under two seconds. The counter to this is to live next door to the servers.
Example: I enter a system from a stargate, cloaked, and an instalocking destroyer or cruiser is waiting. With good ping I'll never get ... | null | 0 | 1491161743 | False | 0 | dfqlwlx | t3_62yl50 | null | null | t1_dfq6j34 | null | 1493734456 | 6 | t5_2fwo | null | null | null |
null | Anon49 | null | Shame, actually never heard of "Distributed Simulation" in video games. | null | 0 | 1491161752 | False | 0 | dfqlwu8 | t3_62yl50 | null | null | t1_dfqk5l5 | null | 1493734459 | 1 | t5_2fwo | null | null | null |
null | BarMeister | null | True, but it doesn't need as much as FPS's. SC2 is 16Hz, Dota 2 is 30Hz. | null | 0 | 1491161769 | False | 0 | dfqlxce | t3_62yl50 | null | null | t1_dfqh5nw | null | 1493734466 | 2 | t5_2fwo | null | null | null |
null | UglyLiar | null | According to the Internet Archive copies of the channel homepage at
https://web-beta.archive.org/web/*/https://www.youtube.com/channel/UCJYhP1lceSUc1bg0LRBUvqA
the channel disappeared on 11 January, 2017. The day before still is available in the archive.
Which is only useful to see when it was taken offline, the vid... | null | 0 | 1491162009 | 1491162254 | 0 | dfqm45n | t3_62zdsh | null | null | t3_62zdsh | null | 1493734557 | 7 | t5_2fwo | null | null | null |
null | kylevedder | null | Yeah, that's what I figured. I do understand that some people don't like the fact that there seems to be a very vocal minority that does drive-bys and says "write it in Rust" for everything, so I was curious if they had an issue with the community, if they had insight into a technical shortcoming (lack of `self` lifeti... | null | 0 | 1491162040 | False | 0 | dfqm50m | t3_62oqiw | null | null | t1_dfpzc9t | null | 1493734568 | 1 | t5_2fwo | null | null | null |
null | zemmekkis | null | How does a game like League of Legends sync state? Is it roughly the same manner or do they use techniques like encrypting the state client side? | null | 0 | 1491162042 | False | 0 | dfqm51j | t3_62yl50 | null | null | t3_62yl50 | null | 1493734569 | 1 | t5_2fwo | null | null | null |
null | WittyAdrian | null | But like, if every player is 10 ticks behind the server, wouldn't that feel to the players as if everything is just going smooth? Or am I missing something there? | null | 0 | 1491162043 | False | 0 | dfqm535 | t3_62yl50 | null | null | t1_dfqlj6e | null | 1493734569 | 1 | t5_2fwo | null | null | null |
null | IamaRead | null | This thread and others show that there isn't currently a perfect and ready solution. This deserves continued attention. | null | 0 | 1491162047 | False | 0 | dfqm576 | t3_62zk1i | null | null | t1_dfq6fe4 | null | 1493734571 | 3 | t5_2fwo | null | null | null |
null | Smoke_Max | null | Interpolation is mostly used for games where next game states are not so predictable (like most FPSes). Someone walking to the right can suddenly start going left. Doing this with extrapolation generates a lot of prediction errors. So developers choose to provide a smooth experience with the drawback that what you see ... | null | 0 | 1491162090 | False | 0 | dfqm6az | t3_62yl50 | null | null | t1_dfqkiun | null | 1493734585 | 6 | t5_2fwo | null | null | null |
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