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Mail Archives: djgpp/1997/11/14/04:16:39

From: ao950 AT FreeNet DOT Carleton DOT CA (Paul Derbyshire)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Networking code?
Date: 11 Nov 1997 17:32:05 GMT
Organization: The National Capital FreeNet
Lines: 16
Message-ID: <64a4ql$f88@freenet-news.carleton.ca>
References: <3466b863 DOT 0 AT news DOT netski DOT net DOT au>
Reply-To: ao950 AT FreeNet DOT Carleton DOT CA (Paul Derbyshire)
NNTP-Posting-Host: freenet3.carleton.ca
To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp


If by "C&C" game you mean something like Quake ;-)... then UDP packets
with the absolute minimum needed to update the state of the game. And make
the game try to extrapolate around missed packets. I.e., for a Quake-type
situation, each player's x, y, z vector, their motion, those of any
objects, projectiles, moving platforms/walls, enemies etc., and changes in
status (someone died, a nail hit a wall and died, a monster died, there is
now a splat of gibs on the floor at (x,y,z), Twisted joined the game, etc.)
If firewall play is an issue use TCP packets that are small but robust
against being garbled and needing to be resent.
--
    .*.  Where feelings are concerned, answers are rarely simple [GeneDeWeese]
 -()  <  When I go to the theater, I always go straight to the "bag and mix"
    `*'  bulk candy section...because variety is the spice of life... [me]
Paul Derbyshire ao950 AT freenet DOT carleton DOT ca, http://chat.carleton.ca/~pderbysh

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