Polling or Event-driven?

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2 comments, last by Impossible 22 years, 9 months ago
This was originally in networking, but that forum is extremely, so I''m posting here. Do most people developing multiplayer games with Winsock use polling (non-blocking sockets) or event (using WSASelect or select)? Is it best just to download info every frame, or wait for a message?
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I don''t really know anything about network programming.. but I would think that this depends on the size of the environments in the game. I mean, if you have something like a pong game where you just need a few bytes specifying the opponent''s paddle position and the ball position or something, checking every frame might be ok (or it might not, like I said, I know nothing of network programming).

But if you have something like a multiplayer FPS, where you could have hundreds of objects in the world that must be kept track of, I don''t see how you could check each object over the network every frame and still be playable..

From what I''ve heard, messages are the way to go.
quote:Original post by Impossible
This was originally in networking, but that forum is extremely, so I''m posting here.

Extremely... what? Quiet? If people just give up and post in the wrong forums, then the whole system breaks down. People doing searches in the future can''t find threads because they were in the wrong place. People who only view the specialist forums don''t get a chance to help out on misplaced specialist questions. So I''m moving it back.

Well it was on both forums, and it applies to both network and Game programming (so I don't think posting in both was inappropiate.) I got a response though, so it's no big deal.



And in response to my response, Quake I uses the polling method, and that is currently my only source reference for network game programming.

Edited by - impossible on July 24, 2001 12:55:56 AM

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