On Apr 2, 4:13 am, Tim Wintle wrote:
> On Wed, 2009-04-01 at 18:45 -0700, Aaron Brady wrote:
>
> > My game loop looks like this:
>
> > poll events, get 1 at most
> > send to server
> > wait for server reply
> > render entire frame
>
> The look I'm suggesting is:
>
> poll events
> write to (non-blo
On Apr 2, 5:46 pm, Tim Wintle wrote:
> On Thu, 2009-04-02 at 06:50 -0700, Aaron Brady wrote:
> > It's just that if you register a collision in between the time that
> > one object has changed its position and momentum, and the time you
> > learn about it, you have to retroactively edit the collisi
On Thu, 02 Apr 2009 23:55:48 +0100, Aaron Brady
wrote:
I switched to UDP. My average round-trip time is at 50 trips/sec, but
my worst round-trip time is still in the 10-20 range.
I also tried buffer sizes of 2**8 and 2**12, with about the same
results.
So, UDP might free up some processor
On Apr 2, 10:12 am, Miguel Prada wrote:
> I don't know if this might be causing your problem, but most socket
> implementations use quite a big buffer for incoming data by default. I
> had a lot of trouble with another real-time networked application
> until I realised this. Reducing this buffer t
On Thu, 2009-04-02 at 06:50 -0700, Aaron Brady wrote:
> It's just that if you register a collision in between the time that
> one object has changed its position and momentum, and the time you
> learn about it, you have to retroactively edit the collision, restore
> hit points, and recalculate the
I don't know if this might be causing your problem, but most socket
implementations use quite a big buffer for incoming data by default. I
had a lot of trouble with another real-time networked application
until I realised this. Reducing this buffer to the minimum helped a
lot in my case. Also, I wo
"Aaron Brady" wrote:
On Apr 2, 1:19 am, "Hendrik van Rooyen" wrote:
>> "Aaron Brady" wrote:
>>
8< stuff showing small packets and adequate bandwidth --
>> What does "some latency" mean? - barely visible jitter, or a half
>> second freeze?
>
>I've got a rather amateur loop keepi
On Apr 2, 4:13 am, Tim Wintle wrote:
> On Wed, 2009-04-01 at 18:45 -0700, Aaron Brady wrote:
>
> > My game loop looks like this:
>
> > poll events, get 1 at most
> > send to server
> > wait for server reply
> > render entire frame
>
> The look I'm suggesting is:
>
> poll events
> write to (non-blo
On Apr 2, 1:19 am, "Hendrik van Rooyen" wrote:
> "Aaron Brady" wrote:
>
> > Hi,
>
> > I tried writing a small game on a pygame layer. The graphics are
> > fine, and at the moment, it is not graphics intensive. It is multi-
> > player, and for the communication, I am sending a pickle string acr
On Wed, 2009-04-01 at 18:45 -0700, Aaron Brady wrote:
>
> My game loop looks like this:
>
> poll events, get 1 at most
> send to server
> wait for server reply
> render entire frame
The look I'm suggesting is:
poll events
write to (non-blocking) socket
render frame
check non-blocking socket and
"Aaron Brady" wrote:
> Hi,
>
> I tried writing a small game on a pygame layer. The graphics are
> fine, and at the moment, it is not graphics intensive. It is multi-
> player, and for the communication, I am sending a pickle string across
> a LAN, once per frame.
How big is this pickle - i.
On Apr 1, 10:38 pm, Terry Reedy wrote:
> Aaron Brady wrote:
>
> > My game loop looks like this:
>
> > poll events, get 1 at most
> > send to server
> > wait for server reply
> > render entire frame
>
> I am very sure that commercial 'real-time' (versus turn-based)
> multiplayer games do not operat
Aaron Brady wrote:
My game loop looks like this:
poll events, get 1 at most
send to server
wait for server reply
render entire frame
I am very sure that commercial 'real-time' (versus turn-based)
multiplayer games do not operate that way, at least not the ones I have
played.
I suspect tha
On Apr 1, 8:28 pm, Tim Wintle wrote:
> On Wed, 2009-04-01 at 17:58 -0700, Aaron Brady wrote:
> > I tried writing a small game on a pygame layer. The graphics are
> > fine, and at the moment, it is not graphics intensive. It is multi-
> > player, and for the communication, I am sending a pickle s
On Wed, 2009-04-01 at 17:58 -0700, Aaron Brady wrote:
> I tried writing a small game on a pygame layer. The graphics are
> fine, and at the moment, it is not graphics intensive. It is multi-
> player, and for the communication, I am sending a pickle string across
> a LAN, once per frame.
>
> I'm
Hi,
I tried writing a small game on a pygame layer. The graphics are
fine, and at the moment, it is not graphics intensive. It is multi-
player, and for the communication, I am sending a pickle string across
a LAN, once per frame.
I'm observing some latency. It seems that socket.recv isn't
per
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