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IamRhodesy

Member Since 09 May 2011
Offline Last Active Dec 12 2012 07:22 PM

Posts I've Made

In Topic: Client/Server logic on same machine, singleplayer as a local multiplayer

11 December 2012 - 07:32 PM

Thanks all for the input.

Onto my next item (which itself could be a new topic) regards to entity systems:

I have one written out working nicely, now I wondered if anyone else has used these with networked games? My view is to have one running on both client and server, and try to keep them synced.

Anyone else?

In Topic: Client/Server logic on same machine, singleplayer as a local multiplayer

10 December 2012 - 10:33 AM

Yeah, I thought about not having the client do any prediction/checking if it was a local running game, and just have the server side do it all... lag will be minimal and not have much (if any) effect on the gameplay.

If it turns out to be the only suggestion that might be the way to go. Posted Image


With regards to transport, I have already done what Ashaman73 suggested.... I will create a UDP transport, possibly a TCP one too at first (as it's a bit easier that writing a reliable UDP one) and I have a local transport that simply writes and reads from a buffer.

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