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JacopoMTK

Member Since 28 Oct 2012
Offline Last Active Apr 05 2013 03:29 PM

Posts I've Made

In Topic: Client-Server network and physics collision

25 March 2013 - 03:55 PM

Thanks for the detailed answer,i'll do some testing between 15-20 Hz

And thanks for pointing out the lag issue.

I don't know how much it effects the network state but it's good you pointed it out.

In the end that computational lag should be masked since every client will have the same 70ms offsett (plus the connection lag).

 

Thanks.


In Topic: Client-Server network and physics collision

25 March 2013 - 07:55 AM

Thanks to both for the reply!smile.png

 

@bb_buster

So i start moving without waiting the server and eventually fix the position depending on the server response?

 

I had in mind to use UDP but i don't want to get a lot of problem due to data loss since,for what i know,they're pretty tricky to find.

Anyway it should be possible to switch to UDP by implementing an ack solution.

 

@Ashaman73

 

1. Sure,using packets is the idea.

2. The problem is that,those ships don't move slowly,i hope that it could be solved by using an high priority on the position check.

As you said,i'll test it out without prediction first.

3. Oh god...that's so simple as smart!I didn't thought about masking the lag in that way,thanks!

 

 

Oh another thing,what is a normal update time of the network?

I suppose to have to transfer data from the client to the server only when the user do something but what about

the other way?

Every how many update cycles should i transfer the data from server-->client to update other players position etc?

(having for example 60 update call per second)

 

Thanks again.


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