I am working on making my game multiplayer, and I do not have a lot of experience with network programming. I was wondering if there are many known issues to avoid or specific practices to use when networking a game. I am using OpenGL/SDL and it is a lot of fun figuring out how to do it myself however I can see that it can be involved and it might be a good idea to seek some guidance. To be a little more specific, I have new threads now that manage packet transmission. How should I keep their iterations per time managed? For example should the client listen slower than the server emits packets, or vise versa. And is it a bad idea to have a thread not "frame" controlled (just iterate without any kind of delay) Also, I'm having some kind of visual glitching that seems to be worsened with more packet transmission I'm wondering what is up with that. Any help or book/guide suggestions are appreciated. (I do know of beej's guide so I do not need to be pointed there.)
(NOTE: When I mention threads and iteration control, I'm speaking specifically about packet transmission speed, how fast the server should send packets and how fast the client should listen for packets)
Edited by Jonnyb42, 17 August 2014 - 11:32 PM.