Hello!

> Hi!
>
> As most of you have noticed the network code is a real pain to maintain.
> It's too intrusive, complicated and new network bugs are easily added if
> we are not careful enough.

sure. I noticed it too when trying to make the stupid AI network compliant...

> I propose we solve those issues with 2 modifications :

is it 2 different solutions for the same problem ? Or one solution that needs 2
modifications

> - Run the game loop at a constant rate by refreshing the main clock (the
> Time class) at a constant rate, instead of having the physic engine do
> it.

I'm not sure to understand what you speak about. How can you be sure that you
ran the game loop at a constant rate ? On my computer, Wormux runs with about
20fps and is playable BUT sometimes, big explosion make it fall to about 6 fps.
In my case, the only way to be sure that game loop is running at a constant rate
is too ran it about 5 times by second making the game totally impossible to
play.

Anyway, keyboards action should be time so that, for instance, charaters can go
at the same speed on computer with 100fps and on computer with 15fps.

> This way we are sure the behaviour is the same on every
> computer and it would also allow big simplification in the physic engine,
> as it removes the need to use differential equation..


> - Send actions with a time stamp so we can replay them exactly like they
> was generated, and it's also a first step to have replay at the end of the
> turn..

It seems a good idea to have a time stamp.

Matt (gentildemon)

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