Re: Multiuser synch
"Danny Kodicek" <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <003f01c9ceed$b961b890$cd01a8c0@dizzy> |
Hi, Jon > First, you need to run physics at a fixed rate everywhere, > not tie it to > the graphics frame rate. See > http://www.b500.com/~hplus/graphics/game_loop.html for example. Actually, what I'm running is a science simulation, and because it needs to be deterministic (or as near as we can make it) we do tie it in with the frame rate. It's more important that they're synched than that they have smooth physics experiences. > > Second, you probably want to use the lock-step network sync > method. See > the "1,500" archers article for a great introduction: > http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_2 88_network_.php > > Once that's done, if you still have questions, you may want > to check out > the FAQ for Multiplayer and Networking over at gamedev.net; > it has more > networking and multiplayer references (all the way from > basics, through > classics, to avant-garde): > http://www.gamedev.net/community/forums/showfaq.asp?forum_id=15 Thanks for these references, that's really helpful. It's always hard to know where to look (although I should have thought of trying gamasutra and gamedev) Best Danny ------------------------------------------------------------------------------ The NEW KODAK i700 Series Scanners deliver under ANY circumstances! Your production scanning environment may not be a perfect world - but thanks to Kodak, there's a perfect scanner to get the job done! With the NEW KODAK i700 Series Scanner you'll get full speed at 300 dpi even with all image processing features enabled. http://p.sf.net/sfu/kodak-com _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list