Re: [Plib-devel] Quaternions in plib
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From: Alexander R. <a_r...@in...> - 2000-08-13 02:28:24
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Christian Mayer wrote: > > 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 Yeah, of course, if the max transfer rate is 3.0kB per sec, of course the data sent in this time has to be less than 3.0kB But if've heard of other commercial games having big problems with mutiplayer playing, not because the data transferred is to large but simply to the ping delay between client->server->client I've never played that online, but XwA/XvT should have some instruments there showing you your pingtime, and when it goes red, the delay gets too long. Are there fast commercial games playable per modem? Really playable on internet servers some distance away? I think a german magazine said "...Well..." Correct me. For my game, I'll do first concentrace on running it on 10Mbit lan. This may sound wrong too you, but it will show success (hopefully) quick and then I'll think about improvements etc. Alex |