Michael Rybak wrote:
> As stated above, that's how I'm trying it right now. Still, if doing
> it turn-base, I would have to create a new thread every time.
>I have some other questions though - please see below.
No, you should never need to create a new thread upon receiving input.
What you
I was a bit unhappy to read this, because what you describe here is
just what I've tried yesterday in my test-game with 2 balls, so if
I've pointed that out, you wouldn't have to say I
DLB> don't understand threading either, it appears.
:'(
Thank you very much for putting so much effort in making
Michael Rybak wrote:
> CS> There's the key. How are you processing network input, specifically
> CS> retrieving it from the socket?
>
> A "sock" class has a socket with 0.1 timeout, and every time I
> want anything, I call it's read_command() method until it returns
> anything. read_command(
CS> Michael Rybak wrote:
>> That's the problem - "or a player input comes in". As I've explained,
>> this happens a dozen of times per second :(. I've even tried not
>> checking for player's input after every frame, but do it 3 times more
>> rare (if framecount % 3 == 0 : process_players_input()).
Michael Rybak wrote:
> That's the problem - "or a player input comes in". As I've explained,
> this happens a dozen of times per second :(. I've even tried not
> checking for player's input after every frame, but do it 3 times more
> rare (if framecount % 3 == 0 : process_players_input()). Well, I
sorry for emailing privately, pressed the wrong "reply" button
>> Each player controls a snake, which is 2 to 12 balls connected to each
>> other with ropes; by mouse motions you move the snake's head, and the
>> rest of the body moves adhering normal physics. The objective/gameplay
DLB>
Again, thank you very much for your help.
DLB> The server should basically handle the multiple client
DLB> connection logic, and determination of interactions between movable
DLB> objects -- collision detection, for example (and I don't mean in the
DLB> terms of graphics rendering but in t
Thank you very much for your response, and may I point out some details:
>> It works synchronously, but somehow, when I play in client window,
>> both client and server have 17 fps, while when playing in server
>> window, server has 44 fps while client has 5, and due to forced
>>
Michael Rybak wrote:
> I'm writing a 2-players game that should support network mode. I'm now
> testing it on 1 PC since I don't have 2. I directly use sockets, and
> both client and server do computations, the only data transfered is
> user mouse/kbd input.
>
> It works synchronously, but
hi, everyone.
I'm writing a 2-players game that should support network mode. I'm now
testing it on 1 PC since I don't have 2. I directly use sockets, and
both client and server do computations, the only data transfered is
user mouse/kbd input.
It works synchronously, but somehow, when I
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