Re: [Plib-devel] Quaternions in plib
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From: <Va...@t-...> - 2000-08-12 15:40:11
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Alexander Rawass wrote: > > I have neither knowledge of net-related problems, > nor have I designed the net part of my game yet well enough, > bu I think that this is irrelevant ! > > The speed of the game played through the net does not depoend > on the size of the data transferred at each frame, but > on the time the packet needs to go from joystick to client engine to > client net, > there to the internet to some distant server (TIME! is lost), into the servers engine, > and then back to the clients. Wrong! Lag and data size are important. You are saying that e.g. for a car only the top speed matters but not the power of the engine. I can be faster than 200 km/h with a car that has only 1 horse power (by driving out of a plane...). The other way round also doesn't make sense (a tank is much slower than a motor bike, although it is much stronger). A normal user doesn't know that the amound of data is important - because the game designers have alrady taken care of it. There are actually many things that have to be taken care of when you are thinking of adding net support: - the phyiscal connection limits the amount of data which you can transport in a certain time - the protokoll reduces that rate and can cause other problems. Either it guarantees you that you recieve the data - but that can be whenever (TCP does that). Or it transports the data as fast as possible - but might get lost (UDP) - The network funktions of the OS might give you additional limitations And there are definitely many more of those. CU, Christian |