I am trying to create a MOO game and the movement lags A LOT. When is the best time to send X and Y positions? I have tried:
Always
Every 5 miliseconds
Whenever player is moving
But it all lags.
I am using MooClick

I am trying to create a MOO game and the movement lags A LOT. When is the best time to send X and Y positions? I have tried:
Always
Every 5 miliseconds
Whenever player is moving
But it all lags.
I am using MooClick












5 milliseconds is too often, as there will end up being a queue of soon out-of-date messages waiting to be sent.
.:::.Joshtek.:::.

So what, like every second? If I do that won't the player kinda just jump a buncha pixels every second?
If you use 5ms, keep in mind that you should at least work at 200fps...
As Joshtek said, this is far too often. I remember i had a rather smooth move with moosock, sending 10 informations/sec, with a quite basic dead reckoning.
EDIT : We cross-posted. Your character won't jump if you send your speed and direction too. This way you can correct the movement every 10/100 or so, put the object in the right position and in the good direction.



may i say that our Fantasaar engine sends every 0.03 sec with no lag? Im working on a new engine thats even better. it is possible but the technology is quite "advanced" if i may say. a.t.m. i can't really share the code because of its value. but i hope this encouriges you that there IS a way.
EDIT:
i run at 50fps. and the technique used only works for RPG style like done in Zelda games and Golden Sun, etc... For a platformer this is not going to work.

If that is the case I should probably elliminate the platform feature of the game. But if I may take a second to comment on how impressive your game is. A real MOO masterpiece.

I have a lot of problems. My platform games usually involve 360-degree mouse aiming and firing, and multiplayer usually runs incredibly slow.





You could just send the data when your/a character changes it's direction/speed/angle/blah, this is a basic idea.



the main problem with bullets and particles is to keep it in sync. practicly this is not possible if not all the clients are controlled by the server. so with sush things it is required to build a custom server with MMF2 that tells all the clients where the bullets are going. Also the collisions should be done serverside to prevent de-sync.


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.