Received: from onelist.com (pop1.onelist.com [209.207.164.227])
by osf1.gmu.edu (8.8.8/8.8.8) with SMTP id MAA25879
for <mcox4@osf1.gmu.edu>; Sun, 29 Aug 1999 12:18:04 -0400 (EDT)
Received: (qmail 18466 invoked by alias); 29 Aug 1999 16:18:29 -0000
Received: (qmail 18461 invoked from network); 29 Aug 1999 16:18:28 -0000
Received: from unknown (HELO mail.enterprise.net) (194.72.192.18) by pop1.onelist.com with SMTP; 29 Aug 1999 16:18:28 -0000
Received: from enterprise.net (andrewcrowe@max01-038.enterprise.net [194.72.195.38]) by mail.enterprise.net (8.8.5/8.8.5) with SMTP id RAA01049 for <amos-list@onelist.com>; Sun, 29 Aug 1999 17:17:56 +0100 (GMT/BST)
Subject: [amos-list] Internet gaming... (packet problems)
Status: O
X-Status:
From: Andrew Crowe <andrewcrowe@enterprise.net>
Hi Everybody,
After precious little success with getting JamesBond working on the internet, I decided to do a little test.
I wrote a very simple program that sent the equivilent amount of data that JB uses to its self, then sent it back and measured how they came in......
What I found was that packets seem to arive with intervals of a few secconds, in a batch of about 20! (both the server and client program were running on my A1200 asyncronously)
That meant that somewhere along the line, all my precious little data packets were buffered together, then sent in one big batch a few secconds later...
Is there anyway I can stop this from happening? It kinda makes writing a real time net game a little hard when it's packets are handled like this...
PS. Pietro, how's GUI v2 going? :)
See ya.
--
Manta Soft - Amiga programing & web page designing