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CIRCUIT
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« on: April 09, 2004, 12:06:45 AM » |
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Just wanted to display current status of game:  The coordinates of the other players as well as some other 'test' data are being transmitted through a server/client connection. I currently have the level & weapons hard coded. I am developing a level selector & weapon selector to design your own custom level/weapon combo. I am not concerned with the camera/weapon lining up yet due to the fact I do not have the weapon models completed. After the weapon models are completed, I will then worry about lining them up. PLEASE NOTE: The models which include the players & weapons are temporary designs courtesy of Valve. They are not going to be released with this game in any way. I will be developing new models after the game play is designed.
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aliasx
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« Reply #1 on: April 09, 2004, 02:03:54 AM » |
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How are you doing your client server stuff?
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CIRCUIT
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« Reply #2 on: April 09, 2004, 12:06:51 PM » |
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I'm using Winsock. I'm testing the speed of it, so far, not too bad.
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Trashcan
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Posts: 1352
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« Reply #3 on: April 09, 2004, 03:08:27 PM » |
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You are transmitting the actual coordinates of the players every frame? :?
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Guest
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« Reply #4 on: April 09, 2004, 08:48:02 PM » |
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I guess you could try some prediction code in there so you can minimize the amount of data being transmitted. Do some searching and ask around. Sorry cant help more. Currently im doin a turn based game so no need for prediction. 
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CIRCUIT
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« Reply #5 on: April 12, 2004, 08:31:47 AM » |
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Yes, I'm transmitting coords every frame. I thought it would bring down the speed extremely, however, it does not. I have played a 4 player split screen on 2 computers (8 sessions) on my LAN. The speed was not reduced. I have yet to try it through the internet on 2 different computers in 2 different houses.
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tido
Community Member

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« Reply #6 on: April 13, 2004, 12:52:47 PM » |
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Instead of transmitting every frames, I have an idea: what the client recieve data, send new coords. continue rendering the frames.. when the server recieve the new coords, send newest coords... when the client recieve new coords, send newwwwest coords... ....................................
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-tido
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Trashcan
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« Reply #7 on: April 13, 2004, 01:13:47 PM » |
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I guess you could try some prediction code in there so you can minimize the amount of data being transmitted. Do some searching and ask around. Sorry cant help more. Currently im doin a turn based game so no need for prediction.  He wins.
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pillsverry
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« Reply #9 on: April 28, 2004, 12:28:20 AM » |
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I seriously doubt if this thing holds up under real internet conditions, which is the problem I`m facing with my multiplayer project.
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tweakbox
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« Reply #10 on: April 28, 2004, 11:26:50 AM » |
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I made my own one of those out of the control ports from a broken xbox, it's nice to be able tto use the xbox controllers on a PC
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
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Guest
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« Reply #11 on: May 10, 2004, 10:19:33 PM » |
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i been working on account server/chat and all that, before game. first problem was having the the server encrypt everything so fast. but i have never had a speed issue. i suggest having all the information per client in a single packet, or even multiple client info in a single packet.
i even tried something i thought up to create less traffic to the server. i have the server save information into txt files (which never caused speed issues) and the client downloading them (instantly) and instantly loading the information.
not sure exactly what the best way is. i think we should have a networking forum for TV so all the ideas can be organized.
no clue how tvnet will be faster, maybe easier to handle, but faster?
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Ludde
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« Reply #13 on: May 19, 2004, 01:01:19 PM » |
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Check out my post about throttling in the TV Net Engine Forum.
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