Re: [GD-Windows] More timer fun!
Brought to you by:
vexxed72
From: Javier A. <ja...@py...> - 2002-09-03 07:10:31
|
Jon Watte <hp...@mi...> wrote: > Note that two computers that are not hooked up to the same physical > crystal are doomed to skew out of sync sooner or later. The True there will be _some_ difference, but I certainly don't expect that to be in the order of seconds per hour (seconds per month is reasonable). > description I saw from Tom sounds to me as if there was no attempt to > bring the clocks back in sync over the network. If you don't do that, > you will lose, always. Just like a digital mixing studio (or video > production studio) Just Won't Work (tm) without a common house clock. Could you share some insight as to doing this with some reliability? In most cases, a 1-second drift will be noticed as a 1-second lag, so that's the kind of precision we're shooting for when we attempt to sync the machines' time.Without some common ground amoung these two machines, I have no clue how to sync them with that level of precision. The most I could do is, if the game host's clock runs faster, have clients detect an overflow of packets and adapt to that, but if it runs slower?!? Javier Arevalo Pyro Studios |