save your shot .
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Deleted User
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02:46 Mon 24 Mar 08 (GMT) [Link]
hey i was wondering that if you made a fantastic shot you could save it . you could have like 10 save slots and people could go on your profile and watch them. you could save your shots on practice table or a real game there can be bottom u press which saves your last shot.
tell me what you think
Glynne
tell me what you think
Glynne
Deleted User
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02:47 Mon 24 Mar 08 (GMT) [Link]
sorry made a mistake press a button not bottom lol
Edited at 07:50 Mon 24/03/08 (GMT)
Edited at 07:50 Mon 24/03/08 (GMT)
04:40 Mon 24 Mar 08 (GMT) [Link]
great idea like saving replays on pro- i like it
04:58 Mon 24 Mar 08 (GMT) [Link]
It's a good idea, but takes a bit of programming.
But yes, it would definitely be a good addition.
But yes, it would definitely be a good addition.
05:06 Mon 24 Mar 08 (GMT) [Link]
I would like that idea!
I dont make many outstanding shots, so I wanna way of remembering them...
Like an 8 ball GB or the black of a runout
I dont make many outstanding shots, so I wanna way of remembering them...
Like an 8 ball GB or the black of a runout
Deleted User
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06:15 Mon 24 Mar 08 (GMT) [Link]
yeah, wouldnt be too bad.....good for a nice 'Funky Fluke Shots' on youtube!!
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13:53 Sat 29 Mar 08 (GMT) [Link]
I'm no expert but that sounds like it would be difficult to write into an internet game, but yes; good idea
janmb said:
It's a good idea, but takes a bit of programming.
But yes, it would definitely be a good addition.
But yes, it would definitely be a good addition.
I'm no expert but that sounds like it would be difficult to write into an internet game, but yes; good idea
16:11 Mon 31 Mar 08 (BST) [Link]
Without a shadow of a doubt - it's in no way rocket science - I merely pointed out that it is a good bit of work to implement.
Edited at 21:18 Mon 31/03/08 (BST)
halflife said:
i think nick could pull it off
Without a shadow of a doubt - it's in no way rocket science - I merely pointed out that it is a good bit of work to implement.
Edited at 21:18 Mon 31/03/08 (BST)
16:17 Mon 31 Mar 08 (BST) [Link]
Since game clients are already kept in sync through their respective server connections, the necessary shot data to accomplish that is necessarily already sent on the network connection. Whether or not Nick sends the entire kinetics for all the balls on the table to sync clients, or only sends the shot input and let each client simulate the outcome on their respective ends I wouldn't know, but in either case it would support shot recording.
The main issue is that you have to have the client store the shot data (at the very least the position of all balls prior to the shot as well as the cue angle and speed data) and make it accessible for later playback through the user interface somewhere.
Not a particularly difficult job by any means, just a good bit of work.
Edited at 21:19 Mon 31/03/08 (BST)
moody_602 said:
I'm no expert but that sounds like it would be difficult to write into an internet game, but yes; good idea
Since game clients are already kept in sync through their respective server connections, the necessary shot data to accomplish that is necessarily already sent on the network connection. Whether or not Nick sends the entire kinetics for all the balls on the table to sync clients, or only sends the shot input and let each client simulate the outcome on their respective ends I wouldn't know, but in either case it would support shot recording.
The main issue is that you have to have the client store the shot data (at the very least the position of all balls prior to the shot as well as the cue angle and speed data) and make it accessible for later playback through the user interface somewhere.
Not a particularly difficult job by any means, just a good bit of work.
Edited at 21:19 Mon 31/03/08 (BST)
16:41 Mon 31 Mar 08 (BST) [Link]
Since game clients are already kept in sync through their respective server connections, the necessary shot data to accomplish that is necessarily already sent on the network connection. Whether or not Nick sends the entire kinetics for all the balls on the table to sync clients, or only sends the shot input and let each client simulate the outcome on their respective ends I wouldn't know, but in either case it would support shot recording.
The main issue is that you have to have the client store the shot data (at the very least the position of all balls prior to the shot as well as the cue angle and speed data) and make it accessible for later playback through the user interface somewhere.
Not a particularly difficult job by any means, just a good bit of work.
*Coughs*
What he said...
*Diverts eyes and whistles*
janmb said:
moody_602 said:
I'm no expert but that sounds like it would be difficult to write into an internet game, but yes; good idea
Since game clients are already kept in sync through their respective server connections, the necessary shot data to accomplish that is necessarily already sent on the network connection. Whether or not Nick sends the entire kinetics for all the balls on the table to sync clients, or only sends the shot input and let each client simulate the outcome on their respective ends I wouldn't know, but in either case it would support shot recording.
The main issue is that you have to have the client store the shot data (at the very least the position of all balls prior to the shot as well as the cue angle and speed data) and make it accessible for later playback through the user interface somewhere.
Not a particularly difficult job by any means, just a good bit of work.
*Coughs*
What he said...
*Diverts eyes and whistles*
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