They both have a similar delay, but it should be more like 50ms, not 5 seconds...
Are you using dial-up?

They both have a similar delay, but it should be more like 50ms, not 5 seconds...
Are you using dial-up?
neat_Kliker2,
Should MooSock be taking 5 secs for transfer of data time?
Running .php file? Looking for almost instant transfers.
Taking a look at running MooClick for online gamelike interaction. It seems to be a bit jumpy on calculations.
Looking for something that transmits movements a bit easier.
Any suggestions, or is this the only route?
-Machina12
neat_Kliker2,
Should MooSock be taking about 5 secs. for transfer of data?
Running .php file. Looking for almost instant transfers.
Working with MooClick for online capabilities, but seems a bit jumpy. Is there any other route?
-Machina12
MooClick is built upon MooSock. So if any, MooSock is faster (because it is simpler). I'm using MooSock to establish a client server connection. If a new connection is built up it seems to take a couple of seconds and after that the delay is like 5ms or even less.
With the different MOOs I think you are trading speed for simplicity. Although there is one thing to one: an extension can perform a calculation faster that you ever could do it with MMF. So if you end up recreating exactly the same dead reckoning system with MMF and MooSock, that MooClick or whatever is using, it'll be slower.
Moosock doesn't have such a delay : on my intranet, I have a server running at about 1000FPS, and the ping I get from the client is very small. In fact this time is one MMF2 main loop, ie at 50fps my ping is 0.02 sec, but if i set client to 500fps it reaches 0.002sec
Ah, I never tried setting higher fps on the client. That would probably make it even faster (although in my case the server runs on a virtual machine on the same computer as the client which probably causes the slowdown).
Corentin,
These are more like the transfer rates I am used to.
Where am I dictating these settings? How will I ensure that settings are the same on other computers?
-Machina12
You can't expect every computer running your game to be as fast as yours, that's why I use most of the time something like 50fps. And I check "Machine independent speed". This way, you should have the same speed on every computer, which makes synchronizing easier.
I haven't done those tests with Mooclick/game, but I had a feeling (in MMF1.5) they were slower than MooSock, that's why I don't use them nowadays.
I guess I was under the impression that this is a setting for transfer rates. Using demo version of MMF2 as of right now, but am familiar with using "indipendant machine speeds", wondered if there is a way to make queries submit and return faster?
When using MooSock, it takes approx. 3-5 secs for data to transfer and return.
Is this expected, or can I do something to make queries faster?
-Machina12
Mayhap your problem isn't with how you're using MOO, but how you're using SQL? If you're opening and closing the connection to the database with each command, that could probably explain the delay. But that's just a wild guess, as I have no idea how your program is structured. Maybe an example of MMF's 5-second-query code would be of help.
And back when I didn't even have MMF1.5 (although I think it may've been out), I made a fairly simple online game with MOO(Click?) that could support a theoretically unlimited number of players. I never really got more than 4 total, and I think our average pings were all between 30 and 70ms, with the tracking being updated every other frame (.04 seconds). For the most part, unless we were exploiting one of the many physics glitches in my engine, there was no lag and infrequent rubber-banding, and I'm confident that could've been fixed with better coding, but it was at its core a house of cards build upon a hack of an example I'd found 'cause I really didn't know what I was doing at the time. (So yes, MMF should be more than capable of fluid online gameplay at 50FPS, or 1 frame per .02 seconds, but it takes a different kind of engine coding to compensate for the fact that even successful online games can't expect low pings or updated player data every frame.)