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 Precedence: bulk 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