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TheDirectShift

Member Since 27 Jan 2013
Offline Last Active Jan 29 2013 07:20 PM
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Posts I've Made

In Topic: Lag in TCP/IP lockstep model RTS game

29 January 2013 - 07:20 PM

well, Within a localhost connection, the speed is 30 fps, and with a LAN, it
drops to 10...
I downloaded Wireshark, and shit, it's a mess! I didn't understand anything! looks like
I'm going to need a tutorial...


I understood your explanation of runtimeexception, thanks! it was very detailed!

I'm considering the option hplus0603 gives me, I hope that works! I must redesign
the send/receive system...oh well....

I'm going to post news as long as I finish the new protocol.

thanks for helping!


In Topic: Lag in TCP/IP lockstep model RTS game

28 January 2013 - 08:26 PM

Well, whats happens is that when trying the game with a lan connection, the FPS get down to lie 10, with little burst of lag every 4 seconds, with a duration of half a second.

I don't know how to use Wireshark, but I'm sure it's not a traffic problem...

The Information contains two methods with 20 lines each, and the matrix of 5x6 integers.

I will have in mind your advice of just sending one object.

What's the difference in your words, between using runtime exception and normal exception??

 

thanks for your advice!


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