sauerbraten just uses the game framerate to send position packets, afaik<br><br><div class="gmail_quote">On Mon, Oct 26, 2009 at 10:31 PM, Philip Bennefall <span dir="ltr"><<a href="mailto:philip@pbsoundscape.net">philip@pbsoundscape.net</a>></span> wrote:<br>
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<div><font face="Arial" size="2">Hi Lee and others,</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">I have a quick question regarding reliable packets.
Say that user 1 sends a message to user 2 on channel 0, and it gets through on
the first attempt. Does user 2 see the packet immediately or does ENet wait
until the package has been acknowledged? And what happens if user 1 doesn't
receive the acknowledgement and then sends the packet again eventually, and this
packet also arrives, might user 2 be given the same packet
twice?</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">Also I am wondering about the best way of sending
data. I am making a fast paced action game with two players, where speed is of
the utmost importance. Is it best to send individual events when they occur, or
continuously send the entire player state unreliably? If the latter, how often
should I send it? I was thinking at least 40 times a second, as the
state isn't larger than some 60 or 70 bytes. Do you have any
recommendations?</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">Thank you!</font></div>
<div><font face="Arial" size="2"></font> </div>
<div><font face="Arial" size="2">Kind regards,</font></div>
<div><font face="Arial" size="2"></font> </div><font color="#888888">
<div><font face="Arial" size="2">Philip Bennefall</font></div>
</font><div><font face="Arial" size="2">P.S. I am using the latest
snapshot.</font></div></div></div>
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