From: Brian <bga...@gm...> - 2009-08-31 22:49:40
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If anyone is interested in understanding network gaming here is a very good link. http://www.microsoft.com/downloads/details.aspx?FamilyID=db0854bc-7780-49c2-a507-0b86da927152&displaylang=en <http://www.microsoft.com/downloads/details.aspx?FamilyID=db0854bc-7780-49c2-a507-0b86da927152&displaylang=en>It talks about Microsoft technologies, but everything in applies to network gaming. Including what I am doing. Brian On Mon, Aug 31, 2009 at 6:39 PM, Brian <bga...@gm...> wrote: > >> What do you mean by "peer-to-peer" here ? Does this means that >> the communications between the clients and server >> do no longer follow the start scheme (server at the center of the star) ? >> >> Before the race, it is a client-server system with the server choosing the > race settings and everyone connecting to the server. During the race, I am > using what some people call a hybrid system. Each player(client) does their > own physics and sends/broadcasts their car position information to all > other players. The host still keeps track of somethings such as the winner > of the race and a few other things. In my original plan I was worried the > physics wouldn't work right without the server doing all of the physics. My > testing has shown that clients doing physics works ok. The peer-to-peer > hybrid reduces the latency and bandwidth requirements. All robots are still > controlled on the server. > > Brian > > |