Jump to content

  • Log In with Google      Sign In   
  • Create Account

Felix Ungman

Member Since 19 Nov 2007
Offline Last Active Jul 08 2016 08:32 AM

Posts I've Made

In Topic: C++ best way to break out of nested for loops

09 April 2016 - 10:43 AM

C++ desperately needs conditional come-froms

In Topic: [ANSWERED] Questions about public WiFi vs private WiFi

07 April 2016 - 01:45 PM

Most likely a firewall at the cloud provider that is blocking ICMP packets. Could be the university WiFi, try testing some random address, say google.com, and see if it works.

In Topic: Mobile multiplayer game

13 March 2016 - 05:06 AM

Yes, that's a third problem to take care of. If you use UDP you need to detect missing messages and make sure to resend them, while TCP takes care of this and guarantees to deliver the message eventually. But note that even if you use TCP you don't actually know *when* the message will be delivered, only that it will. So if absolute wall-clock synchronization is a requirement, you're right, you need to wait for that acknowledgement. (For games this requirement is usually relaxed, consistency and responsiveness is usually more important than absolute synchronization.)

In Topic: Mobile multiplayer game

12 March 2016 - 01:40 PM

There are two problems here. One is to synchronize wall clock time, either by using a centralized reference (say ntp), or to guessing from the round-trip time between the clients. The other is synchronizing simulation time, which is solved by using a lookahead. If player 1 presses a button at simulation time T, the change is scheduled to take place at time T+D where D is sufficiently large to be sure that this information has been transmitted to player 2.

In Topic: Multiple server architecture

17 November 2015 - 03:43 AM

Sounds like a typical application level SDN, where the main server acts as a controller, servers as switches and clients doing host-to-host communication. Check out the following links for more info: