I suggest reading the physics, network, and drop-in coop articles on <a href="http://gafferongames.com/">http://gafferongames.com/</a> They will give you ideas and point you in the right direction.<div><br></div><div>/Erik<br>
<br><div class="gmail_quote">On Wed, Feb 25, 2009 at 12:28 PM, Nuno Silva <span dir="ltr"><<a href="mailto:little.coding.fox@gmail.com">little.coding.fox@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex;">
I'm by far not the smart one regarding networking, but i think it's about you waiting for players to send their input that's making everything super slow. The server should be independent from clients.<br><br>
<div class="gmail_quote">
On Wed, Feb 25, 2009 at 7:41 AM, Boris <span dir="ltr"><<a href="mailto:bstih@zootfly.com" target="_blank">bstih@zootfly.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="border-left:1px solid rgb(204, 204, 204);margin:0pt 0pt 0pt 0.8ex;padding-left:1ex">
Espen Overaae wrote:<br>
<blockquote class="gmail_quote" style="border-left:1px solid rgb(204, 204, 204);margin:0pt 0pt 0pt 0.8ex;padding-left:1ex"><div><div></div><div class="Wj3C7c"><div><div></div><div>
Hello, and at the risk of sounding arrogant and condescending,<br>
<br>
<br>
<br>
<blockquote class="gmail_quote" style="border-left:1px solid rgb(204, 204, 204);margin:0pt 0pt 0pt 0.8ex;padding-left:1ex">
Because of our fixed time step, we wait every client to send its input to<br>
every one. When data arrives, we update next frame.<br>
<br>
</blockquote>
<br>
that is a bad idea,<br>
<br>
<br>
<br>
<blockquote class="gmail_quote" style="border-left:1px solid rgb(204, 204, 204);margin:0pt 0pt 0pt 0.8ex;padding-left:1ex">
But the problem is that it takes way to long for data to arrive from client<br>
to server or vice versa.<br>
<br>
</blockquote>
<br>
and that is why.<br>
<br>
<br>
<br>
<blockquote class="gmail_quote" style="border-left:1px solid rgb(204, 204, 204);margin:0pt 0pt 0pt 0.8ex;padding-left:1ex">
So my question is, what could cause such big lag? The data can take even<br>
half a second to arrive. When sending text messages, or ping messages it<br>
appears to work properly. The data arrives with minimal delay.<br>
The size of input data that we are sending is about 120 bytes depends on<br>
amount of inputs pressed.<br>
<br>
</blockquote>
<br>
I assume you're sending the packets over a LAN, since packets over the<br>
internet often take as long as half a second to arrive. If you are,<br>
then I have no idea what could be wrong, sorry.<br>
<br>
<br>
Espen Overaae<br>
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Hellow again, thank you for such quick reply.<br>
</blockquote>
Hellow again, thank you for such quick reply...<br>
<br>
Please elaborate your first statement.<br>
<br>
<blockquote class="gmail_quote" style="border-left:1px solid rgb(204, 204, 204);margin:0pt 0pt 0pt 0.8ex;padding-left:1ex">
/ Because of our fixed time step, we wait every client to send its input to<br>
</blockquote><div class="Ih2E3d"><div>
/>/ every one. When data arrives, we update next frame.<br>
/<br>
that is a bad idea,<br>
<br></div></div>
Why do you think this is a bad idea, do you have any other idea. I know that<br>
our idea is not cheat safe. But we see only this, as a major problem in our<br>
idea. And ofcoarse our code is for LAN only. Internet is another story.<br>
<br>
Thank you in advance...<div class="Ih2E3d"><div><div></div><div><br>
<br>
<br>
<br>
<br>
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