Hot Dogs Horseshoes And Hand Grenades Multiplayer

Similar games to Hot Dogs, Horseshoes & Hand Grenades. Miscreated is a multiplayer online hardcore survival game set in a post-apocalyptic future. 2020-3-17  Hot Dogs, Horseshoes & Hand Grenades. Motion control. Buy at Not an American user? Description Steam Store Description (from Ad Blurbs) Do you like hotdogs? How about horseshoes? Hand grenades? (everyone likes hand grenades) Anyway, we got all that.

Originally posted by:Would if be possible for you to explain why adding networking to your game wouldn't be possible?Long Answer incoming:The issue is that PhysX is non-deterministic, meaning that you can run the exact same scene on two different CPU's and get slightly different results. If your game only uses physics for cosmetic stuff (particles, debris form explosions etc.) those differences are small enough to not matter. H3 is really physics-y. The simulation needs to be basically frame accurate. Minor variations in the behavior of the physics sim would mean the a bullet missing a target or a gun jamming on one client but not on the other.So this means that the only option is to run all of the physics calculations on the same machine.

This is what we have done on the various multi-user VR projects we have done for clients. The general problem comes down to bandwidth and transit time.Bandwidth: if you look at a game like Quake.

They basically need to sync a position and rotation of each of the players, some state data about each player (animation state, ammo count, etc.) and some sync data for non-hitscan weapons like grenades and rockets. That is a manageable amount of data. In H3 everything is a physics object and would need to be tracked every bullet casing, every mag, every sub component of every gun, everything. This would require syncing orders of magnitude more data. It would be sending so much data so fast that your average person would not be able to check their email on the same network with the game running.Ping: Assuming you have all the bandwidth you might need.

Transit time is still a huge factor. The physics tick in H3 is 90 Hz.

That means we need to finish all of the physics calculations in 11ms. The round trip transit time from my house to the nearest google server ranges between 18ms and 45ms. Those are not numbers that we can change. This would mean implementing some very low level networked physics interpolation system, and would still result in all of the physics objects in the game vibrating all the time and occasionally glitching out explosively.Assuming we could do all that, the second there was a network hiccup you would drop frames and SteamVR compositor would kick you out of the game.Some of these issues could be worked around with extensive re-design and re-architecting. Like I said, we have done networked VR projects in the past for clients.

We love social VR experiences. That is why we built out the high score system and why we have other social features on the road map.In the end, implementing multiplayer would be tremendously expensive, and more importantly the game that we would have at the end would feel totally different than H3, both on a macro scale and on a micro scale.

We have thought long and hard about this as a team and we are not really interested compromising so much of the game just to check off the 'supports multiplayer' box. Originally posted by:Multiplayer would be an utter waste of developer time. What it would be, even if implemented in a basic form, is a big selling point with the VR crowd. Multiplayer experiences are in high demand right now and when you've got a $20 early access shooting range that doesn't even have a real objective, it could use a bit more appeal to the average consumer.Developer gets money and can work harder on the game, or hire help to give us more content.I'd personally like to see it but am patient enough to wait for him to finish up the actual game before cramming in multiplayer.- EDITJust read his response. Guess we'll leave multiplayer to games with non-physics based weapons. Possible approach to minimize the problems with PhysX: One player becomes the 'server' by starting a game and inviting others. This master PC does all the calculations for all things that matter like the location of things that need to be shot.

So the person with the best GPU needs to host. Each person who joins (clients) only contributes their own head, hand position, and button press data to the server. Make the game co-op so you can't shoot eachother and now it doesn't matter if the players are synced to each other because everyone is shooting at objects whose location is tracked by the host.

Start with 2 player co-op only. If it works move to 3 player, etc, and find the point at which it no longer scales.If the master has latency problems or disconnects then the room closes and waits for the master to rejoin.

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Hot Dogs, Horseshoes & Hand Grenades (2016)

Hot Dogs, Horseshoes & Hand Grenades, also known as H3VR, is a virtual-reality shooting gallery sandbox game with an emphasis on realistic weapon operation. Using the HTC Vive's motion controllers players can manipulate individual rounds in a magazine, pull cocking levers, flip safeties, deploy bipods, fold or collapse stocks, dry-fire, and even adjust the zeroing on sights and scopes. The axis of the motion controller even conforms to the angle of each individual weapon's grip.

Note 1: Seeing as H3VR currently contains over 300 firearms, keeping all of them on a single page could cause those with slower internet connections to have difficulties loading it. As such, this page has been split into a series of category-based subpages. This page serves as an index, through which the various subpages can be reached.

Note 2: Due to difficulties with VR screenshots, many screenshots on this page's subpages are from devlog videos by game director Anton Hand, with the remainder being provided by members of the game's Reddit page, r/H3VR; these users will be noted in the respective weapons' sections.

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Note 3: Outside of custom models created for the game, a good portion of the game's weapon models come from either publicly-available 3D assets sold on asset stores and direct donations from freelance weapon artists to the game's lead Anton Hand. With some detailed research, it is even possible to identify the exact creators of individual models, either by researching in the asset stores or artist portfolios. For instance, many of the early weapons have made-up markings, a feature of weapons from the 'Ultimate FPS Weapons Pack' by weapon artist ChamferZone, and a series of Mauser C96 variants added later in the game are all from the 'Mauser Pistol Pack' by Stefan Engdahl. More info on weapon assets and artists can be found in the discussion page.

WARNING! THIS PAGE CONTAINS SPOILERS!


The following weapons appear in the video game Hot Dogs, Horseshoes & Hand Grenades:

Contents


  • To view the game's pistols, visit Hot Dogs, Horseshoes & Hand Grenades/Pistols.
  • To view the game's revolvers, visit Hot Dogs, Horseshoes & Hand Grenades/Revolvers.
  • To view the game's submachine guns, visit Hot Dogs, Horseshoes & Hand Grenades/Submachine Guns.
  • To view the game's shotguns, visit Hot Dogs, Horseshoes & Hand Grenades/Shotguns.
  • To view the game's assault rifles, visit Hot Dogs, Horseshoes & Hand Grenades/Assault Rifles.
  • To view the game's rifles, carbines, and battle rifles, visit Hot Dogs, Horseshoes & Hand Grenades/Rifles, Carbines, & Battle Rifles.
  • To view the game's sniper rifles, visit Hot Dogs, Horseshoes & Hand Grenades/Sniper Rifles.
  • To view the game's machine guns, visit Hot Dogs, Horseshoes & Hand Grenades/Machine Guns.
  • To view the game's launchers, visit Hot Dogs, Horseshoes & Hand Grenades/Launchers.
  • To view the game's unusable/NPC weapons, visit Hot Dogs, Horseshoes & Hand Grenades/Unusable/NPC Weapons.
  • To view the game's grenades, visit Hot Dogs, Horseshoes & Hand Grenades/Grenades.
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