The rule with internet games is to send less data its possible...
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The rule with internet games is to send less data its possible...
Could you specify that as i don't know what your trying to say.Quote:
Originally Posted by Blizna
"Every time interval sending is crap and it has no place in good games."
Actualy that totaly depends on the engine.
Imagine that you have 500+ players moving at the same time. Then your talking about a lot more transfers than 1 each 0.03 sec. Thus packing all that together and by default send the one and only one transfer each 0.03 is faster. I can tell because this has been tested.
A good idea is to build a server that takes care of the guess work. You'll get a ping estimate from each client, and the server will calculate the time intervals per "tick" it should be sending data to the relevant clients at the correct time; compensating for lag and all it needs to do is receive position data from the client. Say every other second the server could get an other ping estimate to be a little more accurate.
The server can calculate bullets/hits etc as well. the server decides on who lives and dies. You should practice by making a facility that records demos on your game so you can replay. and check how good your recording is. Optimize the recording, demo coding then transfer this to MOO by getting moo to stream the recorded data to the server. The server will take care of the timing. Sounds simple :D