TCP/IP vs. UDP (sort of one sided, but I promised this thread)

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21 comments, last by mtaber 21 years, 8 months ago
Pro UDP
send the last second of the directx 9 user input buffer
repeat this every 50ms, so you have overlapp (security).
lag>1sec , even occasionally is to much, kill this player
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quote:Original post by Anonymous Poster
lag>1sec , even occasionally is to much, kill this player


No it''s not. I used to play Asheron''s Call with ~1s lag. I live in Australia, and at the time, I only have a 56K connection. It was still playable, though rather laggy (but not detrementally so - sometimes I''d click on a monster, but someone had already killed it, etc).

If you work your game mechanics right, large amounts of lag shouldn''t be that big a deal.

If I had my way, I''d have all of you shot!

codeka.com - Just click it.
>It will be a fairly high speed, 2D space shooter
Player will shoot each other,
so lag is worse here than when clicking on a monster

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