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Messages - Dechcaudron

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31
Feature Suggestions / Re: Improve the documentation please!
« on: June 03, 2014, 04:56:05 PM »
Hey,

Sorry for being so stubborn. I do understand SerializationManager's Serialize and Deserialize methods way more generic than the ones implemented by our own IGameCommand's. What I still don't understand is, how would the SerializationManager know what kind of IGameCommand it has to call Deserialize on if we just provide it a binary reader and a context (short). It should have to know what kind of deserialization it has to perform, doesn't it?

For example, when I call SerializationManager.Serialize, we pass on to it the instance of the IGameCommand, so it can easily call the appropriate Serialize method. Deserialize just doesn't seem to take into account the kind of IGameCommand it should call Deserialize on. What am I missing?

And regarding the storage part... I understand it is way easier to manage data in complex objects if I store it in a column by primary variable. My idea is that I'll be making a voxel game pretty soon and I will need to store a frightening amount of apparently unordered variables. Storing them all as a whole would be so much easier. I though about implementing a method that would add to Deserialize, taking into account the version(float) of each IGameCommand and deserializing appropriately and converting each of them to the last version. Do you guys think that would be too much pain?

Thanks beforehand, and sorry for the trouble again,
Dechcaudron


32
Feature Suggestions / Re: New Game Files generator
« on: June 03, 2014, 03:13:54 PM »
Oh, by the way, is it ok if I use this package for future tutorials?

Oh, and I would personally suggest (and this is a matter of opinion) that the folder created for ShaderCode would be called SharedCode, as well as the namespace you seem to be assigning IGameCommand-s to, instead of GameCore, and you left GameCore exclusively for the server-side code. Just saying' :)

33
Feature Suggestions / Re: Improve the documentation please!
« on: June 03, 2014, 02:53:14 PM »
Hi Antoine,

I think I get it, but then I could serialize them by calling directly Serialize on the IGameCommand instead of doing it on the SerializeManager. What is the point of the methods Serialize and Deserialize in SerializeManager then?

Thanks beforehand,
Dechcaudron

34
Feature Suggestions / Re: New Game Files generator
« on: June 03, 2014, 02:51:40 PM »
Hey GCC,

thank you for the quick solution! You are the best! :)

Dechcaudron

35
Feature Suggestions / Re: Improve the documentation please!
« on: May 30, 2014, 12:26:50 PM »
Hi Antoine,

thanks about that. I seemed to make it work like that. How am I supposed to Deserialize with SerializationManager? I don't really understand the way it is implemented. I already have the BinaryReader with the byte array attached to its MemoryStream, but I need more info.

Thanks beforehand,
Dechcaudron

36
Bugs & Issues / Re: Game Cloud Emulator Bugs
« on: May 30, 2014, 09:46:11 AM »
What coding do you provide the BinaryWriter-s and BinaryReader-s of your libraries? There should be no problem if you are using UTF-8

37
Feature Suggestions / Re: New Game Files generator
« on: May 29, 2014, 10:18:54 AM »
Thanks guys, you are the best!

38
Feature Suggestions / New Game Files generator
« on: May 28, 2014, 07:26:57 PM »
Hi GCC,

So, every time I want to start a new project, I have to start with the demo project you have, then delete pretty much everything and then I start to make my project. How about your prepare a new files generator that just creates a blank Yemulator solution (i.e., without any of the game specific code, just declaring public overloaded functions that you have in the demo) and nothing else. This would really ease our job.

Thanks beforehand,
Dechcaudron

39
Bugs & Issues / Re: Game Cloud Emulator Bugs
« on: May 22, 2014, 06:57:27 PM »
Hi again!

This is not a bug, but I did find an "issue". Serialization via BinaryWriter/Reader does not seem able to transmit double byte characters (I cannot write things like María, I got Mar??a, and I don't even want to try writing España). is there a "workaround" for this?

Thanks beforehand,
Dechcaudron

40
General Discussion / Re: How do I bind shared code to Yemulator?
« on: May 22, 2014, 02:14:12 PM »
Awesome! Thank you!

41
Feature Suggestions / Re: Improve the documentation please!
« on: May 21, 2014, 10:20:46 PM »
Alright, I found out the way it goes. You keep using the SQL I used with mySQL in php a couple years ago. The real question is, how do we store complex objects in the database? Like, I suppose we must be able to store things that derive from the Object class, but how?

Thanks beforehand and sorry for the inconvenience,
Dechcaudron

42
Feature Suggestions / Re: Improve the documentation please!
« on: May 21, 2014, 04:24:47 PM »
Ok guys,

So I'm having a clarity moment right now and am able to understand EVERYTHING in the engine *.* Although this is my first time working in an online game, I admit I am very impressed by the code itself. It's pure genius in my opinion. I NEED MORE. Is there a way to write/read from/to a server DB in an easy way?

You're awesome,
Dechcaudron

43
General Discussion / How do I bind shared code to Yemulator?
« on: May 17, 2014, 05:51:06 PM »
Hey there,

So, on being created, the Yemulator project has some MyGame*.cs scripts attached which belong eventually to GameCore folder inside of Unity project. I assume that is what you call Shared Code. How can I make new scripts that I create inside of that GameCore folder be attached the same way to Yemulator? It does not seem to happen automatically :(

Thanks beforehand!
Dechcaudron

44
Bugs & Issues / Re: Game Cloud Emulator Bugs
« on: May 17, 2014, 05:01:02 PM »
Hi Antoine,

Sure I will give feedback on the emulator :) as soon as I learn to use it properly (almost got it)
By the way, I registered for the cloud demo and though I verified via email, I can't get to log in (Your Account is not enabled). Is that what is supposed to happen?

Dechcaudron

45
Feature Suggestions / Improve the documentation please!
« on: May 14, 2014, 04:32:59 PM »
Ok guys,

so I'm currently surfing the example GCC project, helping myself with the API Documentation. Developers really need something a bit more complete (something would be a good place to start). I know this isn't probably your top priority, but we need to know what everything does in the inside. I'm used to having the C# reference, as well as the UnityEngine API script reference, and well... I really hope you are working on it. Yet, I do understand what open alpha means, so I'll keep on doing my best to understand what everything is.

Keep it up!
Dechcaudron

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