Apr
19
awarded Popular Question
Feb
20
comment How precise should timers in update loops be?
The thread was for a simple test purpose which I threw togheter real quick. The problem isnt the threading, or what do to when not simulating physics, etc - the problem is how to game loop is best implemented. Didn't mark your as the answer cause of to much info about other things. No offense!
Feb
20
accepted How precise should timers in update loops be?
Feb
15
asked How precise should timers in update loops be?
Feb
8
comment Multiplayer - how to distinguish multiple clients
Okey, I've figured this one out, but since I'm not an expert at this it would be nice if someone could come with a more proper explanation. Tips; Take breaks - else you go doc-blind..
Feb
8
revised Multiplayer - how to distinguish multiple clients
edited title
Feb
8
revised Multiplayer - how to distinguish multiple clients
added 549 characters in body
Feb
8
revised Multiplayer - how to distinguish multiple clients
added 53 characters in body
Feb
8
asked Multiplayer - how to distinguish multiple clients
Jan
25
comment Server architecture software side
let us continue this discussion in chat
Jan
24
comment Server architecture software side
But now to my "2nd question" on the same topic. So now I got a prototypish way of syncing the terrain. And the player can handshake with the server with UDP. Now what? How do I treat the entites client side? How do I treat the at the server side? Atm I'm thinking of (as gafferongames says) sending only the player input. But should I have 2 "different" ESCs, one for the server with "server"-components(entities), and one for the client with "client"-components(entities)
Jan
24
awarded Commentator
Jan
24
comment Server architecture software side
@Thomas, but isnt it bad to mix TCP and UDP connections togheter like that? Wouldn't it be better to have a "has-to-ack" pack type in the applications protocol on top of UDP? So far the only method I can think of for syncing the terrain is sending a int[][] of the tiles around the player and add some margin to give the server some time to send more when needed.
Jan
24
comment Server architecture software side
I'm wondering about what the best way to sync a entity from the server to the client when it comes to identifying the, how to ensure that they have a id that is the same on both server and client.
Jan
24
asked Server architecture software side
Dec
21
asked Reference to a int, or other valuetype
Dec
14
asked Custom view for callout
Nov
4
comment C# How to handle TCP packets/segments
My payload-structure at the moment is; OP code, size, data But if I have understood the chapter on TCP in my book right I might experience that I get OP Code, Size, DataSplit[0] And on the next read I get DataSplit[1], OP Code, Size, Data
Nov
4
asked C# How to handle TCP packets/segments
Oct
24
asked Point cluster alogrithms
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