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Subject: Re: [amos-list] Internet gaming... (packet problems)
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From: one fang <dvs1@bigpond.net.au>
Andrew Crowe wrote:
>
> From: Andrew Crowe <andrewcrowe@enterprise.net>
> 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...
This is probably the TCP / UDP issue again. UDP, while not guaranteeing
delivery, will send the packet straight through, and is probably better
for real time stuff, but you should write your own packet loss protocol
on top of it. TCP has some intelligence behind it, and should guarantee
delivery, but not right now if it has to resend packets.
You really should get yourself a good book or something that explains
all this, so you can make the proper decision about how to do it.
I think the best way to do it for a real time game is to use absolute
coords and UDP. If a packet gets dropped, you don't care so much coz
the next one to get through will move you to the correct place anyway.
--
Look out your Windows, the Penguins are coming, and they've got Balls!
David Seikel dvs1 Digital Polyglot World's Greatest Programmer.
"Any sufficiently advanced magic is indistinguishable from technology."