Re: [TuxKart-devel] Work to do.
Status: Alpha
Brought to you by:
sjbaker
From: Steve B. <sjb...@ai...> - 2004-06-28 00:19:54
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pmb wrote: > Maybe Tcp/Ip multiplayer would be cool. I could do that. We said we'd only add that "if someone comes along who passionately wants to do it"...so maybe that just happened! Do you really think TCP is the right way? I generally use UDP because it's faster and has MUCH lower latency. In UDP, if you lose a packet, it just ignores the loss - which for a racing game is fine because another packet is already on it's way. You just have to be careful about bonuses and any permenantly changed track or character elements. In TCP, packets are acknowledged, error checked and resent if missing. This is OK - but in a game like this, by the time a missing data packet has been flagged as missing, re-requested, and re-transmitted...another packet reflecting a later point in time has already been sent. ---------------------------- Steve Baker ------------------------- HomeEmail: <sjb...@ai...> WorkEmail: <sj...@li...> HomePage : http://www.sjbaker.org Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://prettypoly.sf.net -----BEGIN GEEK CODE BLOCK----- GCS d-- s:+ a+ C++++$ UL+++$ P--- L++++$ E--- W+++ N o+ K? w--- !O M- V-- PS++ PE- Y-- PGP-- t+ 5 X R+++ tv b++ DI++ D G+ e++ h--(-) r+++ y++++ -----END GEEK CODE BLOCK----- |