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Thread: Sedning X Y pos with MOO

  1. #11
    Clicker Fusion 2.5

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    Re: Sedning X Y pos with MOO

    The rule with internet games is to send less data its possible...

  2. #12
    Clicker Fusion 2.5 DeveloperSWF Export ModuleInstall Creator Pro

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    Re: Sedning X Y pos with MOO

    Quote Originally Posted by Blizna
    Every time interval sending is crap and it has no place in good games.

    There is so many "profi" ways -if delta XY changed, new cell in invisible grid...

    With this time crap you will never achieve good synchronization-its not server controlled! When one player with really slow connection (or lossy) can move on his computer the same speed as any other users, its bad system. The best way is to wait for server confirmation (send to whole session) and then proccess the step on all clients. Thats the best, because server send the message to all client at the sime time-also when you have slow connection, only you move slowly.
    Could you specify that as i don't know what your trying to say.

    "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.

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export ModuleInstall Creator ProPatch Maker
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    Re: Sedning X Y pos with MOO

    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

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