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  Designing a world  (Read 1385 times)
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Offline Mads

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« Posted 2011-09-20 03:49:39 »

I understand how networking works, and I've done multiple smaller games with networking options. However, now I want to try to make a 2D tiled-world multiplayer. How would you design that? I do want it to run on 500ms cycles, but that comes with a few problems. Like, difference between walking and running.

Anyone stumbled upon information about this? Maybe a book? I have taken a look at Uber2D, but the revision released doesn't seem very good at all.

Offline ra4king

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« Reply #1 - Posted 2011-09-20 06:08:35 »

500ms cycles seems a bit too slow IMHO. Try sending data at anywhere between 30-60Hz, that should solve your problem.

BTW: I have you heard of KryoNet? It was made by our very own Nate Cheesy

Offline Mads

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« Reply #2 - Posted 2011-09-21 05:05:06 »

I know KryoNet, and have used it multiple times for my stuff Cheesy My problem is this though: Running cycles, lets say you have a tiled world. Lets say that moving one square takes two cycles. Running one square takes one. So walking one square in cycle 1, will end in cycle 3. How do I know not to process movement on the server-side for cycle 2? A boolean? Do they need to be synced exactly? If not, will the client not just spam the server completely? What if I want flying as well, that takes half a cycle to go one square - How do you come around these things? Mostly,  my confusion is about the consistent flow of packets, and syncing it. A character should be walking fluently from tile to tile, in the same pace as packets are rechieved. Not jump to the tile quickly, and wait for the next packet. Do you just do that.. approximately?

Sorry for my sloppy english, and writing tonight. I hope you didn't miss my point Smiley

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Offline ra4king

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« Reply #3 - Posted 2011-09-21 06:13:04 »

I can't exactly understand your example of cycles related to walking but for beginners, you could just either spam the clients with (x,y) coordinates using a UDP connection, or send key strokes using TCP.

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