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Apr
19 |
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awarded | Popular Question |
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Feb
20 |
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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! |
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Feb
20 |
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accepted | How precise should timers in update loops be? |
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Feb
15 |
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asked | How precise should timers in update loops be? |
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Feb
8 |
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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.. |
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Feb
8 |
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revised |
Multiplayer - how to distinguish multiple clients edited title |
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Feb
8 |
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revised |
Multiplayer - how to distinguish multiple clients added 549 characters in body |
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Feb
8 |
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revised |
Multiplayer - how to distinguish multiple clients added 53 characters in body |
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Feb
8 |
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asked | Multiplayer - how to distinguish multiple clients |
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Jan
25 |
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comment |
Server architecture software side let us continue this discussion in chat |
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Jan
24 |
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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) |
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Jan
24 |
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awarded | Commentator |
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Jan
24 |
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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. |
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Jan
24 |
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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. |
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Jan
24 |
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asked | Server architecture software side |
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Dec
21 |
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asked | Reference to a int, or other valuetype |
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Dec
14 |
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asked | Custom view for callout |
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Nov
4 |
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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 |
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Nov
4 |
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asked | C# How to handle TCP packets/segments |
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Oct
24 |
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asked | Point cluster alogrithms |