On Apr 2, 5:46 pm, Tim Wintle tim.win...@teamrubber.com wrote:
On Thu, 2009-04-02 at 06:50 -0700, Aaron Brady wrote:
It's just that if you register a collision in between the time that
one object has changed its position and momentum, and the time you
learn about it, you have to
On Apr 2, 4:13 am, Tim Wintle tim.win...@teamrubber.com wrote:
On Wed, 2009-04-01 at 18:45 -0700, Aaron Brady wrote:
My game loop looks like this:
poll events, get 1 at most
send to server
wait for server reply
render entire frame
The look I'm suggesting is:
poll events
write to
Aaron Brady cast...@gmail.com wrote:
Hi,
I tried writing a small game on a pygame layer. The graphics are
fine, and at the moment, it is not graphics intensive. It is multi-
player, and for the communication, I am sending a pickle string across
a LAN, once per frame.
How big is this
On Wed, 2009-04-01 at 18:45 -0700, Aaron Brady wrote:
My game loop looks like this:
poll events, get 1 at most
send to server
wait for server reply
render entire frame
The look I'm suggesting is:
poll events
write to (non-blocking) socket
render frame
check non-blocking socket and add
On Apr 2, 1:19 am, Hendrik van Rooyen m...@microcorp.co.za wrote:
Aaron Brady cast...@gmail.com wrote:
Hi,
I tried writing a small game on a pygame layer. The graphics are
fine, and at the moment, it is not graphics intensive. It is multi-
player, and for the communication, I am
On Apr 2, 4:13 am, Tim Wintle tim.win...@teamrubber.com wrote:
On Wed, 2009-04-01 at 18:45 -0700, Aaron Brady wrote:
My game loop looks like this:
poll events, get 1 at most
send to server
wait for server reply
render entire frame
The look I'm suggesting is:
poll events
write to
Aaron Brady cast@gmail.com wrote:
On Apr 2, 1:19 am, Hendrik van Rooyen m...@microcorp.co.za wrote:
Aaron Brady cast...@gmail.com wrote:
8 stuff showing small packets and adequate bandwidth --
What does some latency mean? - barely visible jitter, or a half
second freeze?
I don't know if this might be causing your problem, but most socket
implementations use quite a big buffer for incoming data by default. I
had a lot of trouble with another real-time networked application
until I realised this. Reducing this buffer to the minimum helped a
lot in my case. Also, I
On Thu, 2009-04-02 at 06:50 -0700, Aaron Brady wrote:
It's just that if you register a collision in between the time that
one object has changed its position and momentum, and the time you
learn about it, you have to retroactively edit the collision, restore
hit points, and recalculate the
On Apr 2, 10:12 am, Miguel Prada miguel.regis...@gmail.com wrote:
I don't know if this might be causing your problem, but most socket
implementations use quite a big buffer for incoming data by default. I
had a lot of trouble with another real-time networked application
until I realised this.
On Thu, 02 Apr 2009 23:55:48 +0100, Aaron Brady castiro...@gmail.com
wrote:
I switched to UDP. My average round-trip time is at 50 trips/sec, but
my worst round-trip time is still in the 10-20 range.
I also tried buffer sizes of 2**8 and 2**12, with about the same
results.
So, UDP might
Hi,
I tried writing a small game on a pygame layer. The graphics are
fine, and at the moment, it is not graphics intensive. It is multi-
player, and for the communication, I am sending a pickle string across
a LAN, once per frame.
I'm observing some latency. It seems that socket.recv isn't
On Wed, 2009-04-01 at 17:58 -0700, Aaron Brady wrote:
I tried writing a small game on a pygame layer. The graphics are
fine, and at the moment, it is not graphics intensive. It is multi-
player, and for the communication, I am sending a pickle string across
a LAN, once per frame.
I'm
On Apr 1, 8:28 pm, Tim Wintle tim.win...@teamrubber.com wrote:
On Wed, 2009-04-01 at 17:58 -0700, Aaron Brady wrote:
I tried writing a small game on a pygame layer. The graphics are
fine, and at the moment, it is not graphics intensive. It is multi-
player, and for the communication, I am
Aaron Brady wrote:
My game loop looks like this:
poll events, get 1 at most
send to server
wait for server reply
render entire frame
I am very sure that commercial 'real-time' (versus turn-based)
multiplayer games do not operate that way, at least not the ones I have
played.
I suspect
On Apr 1, 10:38 pm, Terry Reedy tjre...@udel.edu wrote:
Aaron Brady wrote:
My game loop looks like this:
poll events, get 1 at most
send to server
wait for server reply
render entire frame
I am very sure that commercial 'real-time' (versus turn-based)
multiplayer games do not
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