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Member Since 25 Jun 2004
Offline Last Active Jan 09 2013 05:49 AM

Posts I've Made

In Topic: General UDP questions (as it applies to an action game)

21 November 2012 - 04:02 AM


In my opinion, if you have the time to do it in UDP go for it. The problem is that it will require a lot of time and effort from you to achieve what you want instead of just using TCP, unless you have experience in this field or you just want to learn.
1) That is true, UDP has got less overhead and it is faster, but you have to manage it well for your game.
2) To check if the client is still connected, just do the typical ping (ie: send an empty packet to be answered, if any error occurs the client is probably disconnected).
3) For that, you can use sequence numbers. If any packet is lost, you have to ask for it.
4) Well, in a fighting game it can be a big deal. It is not the same just kicking or jumping and kicking, provided that the jumping packet was lost.
5) Normally, clients don't send input to the server. They should be smart enough to suppose that the packet reached the server and therefore the client should start its animation even before the packet arrived.

In my opinion, your requirements can justify using TCP over UDP, as you require all packets to arrive and also to arrive in order.

In Topic: New Weapon technology built from scratch - New FPS written in javascript NEED...

19 November 2012 - 03:34 AM

Count on me for the pre-alpha, you're doing an impressive work.

In Topic: project and scale 3D object to 2d screen space

19 November 2012 - 03:15 AM

Aren't you looking for an isometric transformation?

In Topic: an interface to the server?

20 February 2005 - 07:36 PM

you would need to create a typical windows application.The network code should be done in another thread, so the main window can reply the messages.

In Topic: Networking lib

14 February 2005 - 03:21 AM

you could use my library, it is easy to use and has a lot of examples.