I suggest reading the physics, network, and drop-in coop articles on http://gafferongames.com/ They will give you ideas and point you in the right direction. /Erik
On Wed, Feb 25, 2009 at 12:28 PM, Nuno Silva <[email protected]>wrote: > I'm by far not the smart one regarding networking, but i think it's about > you waiting for players to send their input that's making everything super > slow. The server should be independent from clients. > > On Wed, Feb 25, 2009 at 7:41 AM, Boris <[email protected]> wrote: > >> Espen Overaae wrote: >> >>> Hello, and at the risk of sounding arrogant and condescending, >>> >>> >>> >>> >>>> Because of our fixed time step, we wait every client to send its input >>>> to >>>> every one. When data arrives, we update next frame. >>>> >>>> >>> >>> that is a bad idea, >>> >>> >>> >>> >>>> But the problem is that it takes way to long for data to arrive from >>>> client >>>> to server or vice versa. >>>> >>>> >>> >>> and that is why. >>> >>> >>> >>> >>>> So my question is, what could cause such big lag? The data can take even >>>> half a second to arrive. When sending text messages, or ping messages it >>>> appears to work properly. The data arrives with minimal delay. >>>> The size of input data that we are sending is about 120 bytes depends on >>>> amount of inputs pressed. >>>> >>>> >>> >>> I assume you're sending the packets over a LAN, since packets over the >>> internet often take as long as half a second to arrive. If you are, >>> then I have no idea what could be wrong, sorry. >>> >>> >>> Espen Overaae >>> _______________________________________________ >>> ENet-discuss mailing list >>> [email protected] >>> http://lists.cubik.org/mailman/listinfo/enet-discuss >>> ------------------------------------------------------------------------ >>> >>> >>> No virus found in this incoming message. >>> Checked by AVG - www.avg.com Version: 8.0.237 / Virus Database: >>> 270.11.3/1968 - Release Date: 02/23/09 18:22:00 >>> >>> Hellow again, thank you for such quick reply. >>> >> Hellow again, thank you for such quick reply... >> >> Please elaborate your first statement. >> >> / Because of our fixed time step, we wait every client to send its input >>> to >>> >> />/ every one. When data arrives, we update next frame. >> / >> that is a bad idea, >> >> Why do you think this is a bad idea, do you have any other idea. I know >> that >> our idea is not cheat safe. But we see only this, as a major problem in >> our >> idea. And ofcoarse our code is for LAN only. Internet is another story. >> >> Thank you in advance... >> >> >> >> >> >> _______________________________________________ >> ENet-discuss mailing list >> [email protected] >> http://lists.cubik.org/mailman/listinfo/enet-discuss >> > > > _______________________________________________ > ENet-discuss mailing list > [email protected] > http://lists.cubik.org/mailman/listinfo/enet-discuss > >
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