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Ertai

Just wondering

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I was wondering, when you have a game, playable over LAN, how hard will it be to set up an internet option for more that two players per game... ( I don''t have a server at my disposal )

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If it works on the LAN it will work online. How well it works is determined by your coding. I don''t know Winsock but DPlay automatically detects what connection types are available. If you choose TCP/IP you just specify the IP of the server machine and it does the rest.

You have to talk to your ISP about getting a static IP to allow internet play. I use DSL with http://www.inficad.com and it''s $40 a month for my account. You can set up a server with any OS. I used WinMe for awhile before getting Win2k.

Ben
http://therabbithole.redback.inficad.com

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thx, that''s just what i needed to know, just a few more question:

quote: depends on your coding
define good coding, is it like making packages as small as possible?

I am planning to use DirectPlay, what is the relation between DirectPlay and the things you mentioned

(I am not quite into this :-)

Stefan

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By "depends on your coding" he means how well your engine tolerates latency and packet loss. Most LAN games don''t scale well to Internet play because they grow choppy or desync at 200ms + 5% packet loss.

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Good coding equals fast packaging and small packets. I''m using DPlay as well. Even on LAN I was keeping all packets but a few under 10bytes. My biggest problem is just speeding up some of the routines that are a little slow on getting the package ready. Slow packaging = lag. The only other thing I havn''t fully implemented yet is DPLAY_ASYNC for all my messages. Using that keeps your server free to process messages while DPlay sends them out.

If you''re using DX7 get "Inside Direct3D" by Peter J Kovach. It has a well written chapter (15) on DirectPlay with actual example code.

Ben
http://therabbithole.redback.inficad.com

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quote:
Original post by KalvinB

Good coding equals fast packaging and small packets.
(snip)



I think that this is a misunderstood aspect of network coding. Smaller packets do not neccesarily mean faster. Smaller packets usually mean more sends which, in turn means more data being sent due to the header on a udp packet.

Depending on the application or the types of data being sent _Sometimes_ it''s best to ''pack'' a large amount of data into each send.

You need to determine what works best for your application... just down assume that smaller sends will equate to faster or more throughput.

Game On,





Dave "Dak Lozar" Loeser

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Of course combining packets is a good thing. I''m pretty sure that what he was talking about is reducing the actual amount of data you have to send, for example by clever design and eventually bit packing (why send a 16bit short when 12bits are enough?).

cu,
Prefect

---
Sanity is the trademark of a weak mind.

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Of course combining packets is a good thing. I''m pretty sure that what he was talking about is reducing the actual amount of data you have to send, for example by clever design and eventually bit packing (why send a 16bit short when 12bits are enough?).

cu,
Prefect

---
Sanity is the trademark of a weak mind.

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Of course combining packets is a good thing. I''m pretty sure that what he was talking about is reducing the actual amount of data you have to send, for example by clever design and eventually bit packing (why send a 16bit short when 12bits are enough?).

cu,
Prefect

---
Sanity is the trademark of a weak mind.

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I actually use all of the above. The way I have the server and clients setup allows me to use any method for any given packet. Some use compression, some don''t. Some combine alot of information into one packets, some don''t.

Ben
http://therabbithole.redback.inficad.com
http://www.vendettaonline.net



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