Timing and Sending Data,
Members - Reputation: 142
Posted 19 April 2000 - 12:37 PM
Posted 20 April 2000 - 07:08 AM
With that solved you already won 1/15 of the battle! 8^)
Members - Reputation: 270
Posted 20 April 2000 - 11:31 AM
Don''t worry about being incredibly precise. Figure out how to be "precise enough" and let it go at that.
If you worry too much about the (fractions of a) second that the clients might be off from the server and each other, you''ll just end up going quite mad and wasting huge heaps of time. Really.
With networked games, it easy to make things more complicated than they have to be. Resist that urge...