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DirectPlay Trouble!

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hi, im having trouble with a game im coding using directplay for networking. The game inits directplay (Managed Dx9 sdk) and a peer-to-peer connection. That goes well, but once somebody connects the game transmits the data well, but the framerate drops like to 1 fps!!! In passing a string variable .Send(strVar) (1 to 25 chars) en each frame. Im believe this is not much data but still the game falls to its knees. What can be wrong???

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finally, i managed to solve the problem aparently sending data down the lines at 400 fps was not a good idea :S. Now im only sending data when the players input commands.

Still i have a second problem, since the FPS vary on all machines, how do i sincronize the network (not the fps btw)

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you set up an object for each player.

inside you will need a player id and a property for each variable you need to track and update.


as the players input info you update the object.


based on a set time(not a set number of fps) the client will query the collection of objects to update the frame.

Dredd

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