Phacanu's Recent Forum Activity

  • mudmask If you're concerned about firebase changing its API id check out rex back endless plugins, the service that was hosted is now open source so you could set up similar databases to firebase without worrying about API changes

  • the Mnk No you're in full control of the frequency

  • tunepunk hehe if you were in the C2 discord it'd be easier to communicate

  • Thanks. I'll try that then. I just followed the examples provided by photon. They used arrays so.... how do I send multiple variables in one event without arrays?

    Sorry for the late reply but you can just do

    Raise event 2: Photon.MyActorNr&"|"&Player.X&"|"&Player.Y&"|"&Player.Angle

    https://www.dropbox.com/s/ub1dnhun9nvfj ... .capx?dl=0

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  • Phacanu Yes it's pretty inefficient. I'm sending XY and direction and some other stuff in an array every 0.1 seconds while moving because I didn't wanna lock directions. I Know you can make it much more efficient by only sending move start and direction, then move stop when you stop to move, but that would only work if i locked directions. i don't wanna restrict the player to any directions. Since you can move at any angle I need to update frequently for it to be accurate. So far i havn't figured out any more efficient way for a free 360 movement, and aiming.

    although it looks like i forgot to round some numbers before sending lol.

    You can actually just send x,y,angle outside of a array and thatd already be 60% more efficent

  • (Open the images in a new tab the Forums aren't showing the full sizes)

    All of the lag can be hidden by proper clientside interpolation

    Test project

    http://photonsandbox.ga/

    And based on this

    You're using it extremely inefficient by sending full c2 arrays(Overall tho the game does look good), Every time the player moves a short distance you're sending out 3583 bytes of data or 3.5kb.

    You can get away with sending waay less data and still have a smooth experience,and since its a smaller blast of data if you're on a mobile device you wont notice as much lag cause you wont be sending or receiving alot of data

    The limit of 20 players is only if you use the free edition of the service,IF you download a on-premise server your player limit is 100 by default so its a significant boost

  • tarek2 - there is no technical reason for Canvas+ and Webview to have any difference in JavaScript performance. It doesn't make any sense at all.

    Canvas Android V8 update

    [quote:53r3mkrq]Canvas+ Android uses the v8 Javascript engine internally. We haven’t updated it in a long time as it requires quite a big code update inside Cocoon. As the previous version was a bit old already (v3.5), after the summer we decided to take the time to update v8 to a more recent version (v5.4) and now it’s ready to be used in the latest Canvas+ plugin v2.6.0 that is available in Cocoon v2.2.0.

    What can I expect from this update?

    The main two things that you’ll notice with this update are:

    [quote:53r3mkrq]The main two things that you’ll notice with this update are:

    Better performance in JS. This version delivers a number of key improvements in memory footprint and startup speed. These primarily help accelerate initial script execution and reduce page load.

    ECMAScript ES6 support.

    Better performance includes many different specific performance improvements like:

    TypedArray performance improvements. TypedArrays are heavily used in rendering engines. For example, engines often create typed arrays (such as Float32Array) in JavaScript and pass them to WebGL after applying transformations.

    Refrence https://forums.cocoon.io/t/cocoon-2-2-0-v8-update-is-here/6912

  • The multiplayer plugn isnt supported on IOS so thats 50% of the mobile market you cant have access to

  • the Mnk Photon is a advanced relay networking plugin so it does behave the same way as the normal MP plugin behaves in the sense that it's Peer to peer the only difference is photon uses WebSocket,Has packet culling(You can filter out data so you don't get hit by C2s multiplayer plugin limit of 100 players due to it sending data about everyone even if that data doesn't need to be sent) and since it doesn't use Webrtc like the default multiplayer plugin your audience reach is much higher.And yes photon is hosted on dedicated servers but the way it transmits data isn't in a Server client architecture you shouldn't confuse the two completely separate things

  • newt

    Stop trolling please, it's a bit unnecessary for you to make such sarcastic remarks towards improving c3

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Phacanu

Member since 15 Mar, 2017

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