[gameprogrammer] Re: Blitz3d multiplayer game is to slow

Hi,

I am not sure how deep into the network programming you are going but it is
worthwhile considering the Maximum MTU size for your network.  The default
MTU size for ethernet for example is 1500 bytes.  From this you have to take
out any overheads you have from the protocols you are using.  If you are
sending too much information then you run the risk of excessive
fragmentation that will cause you some serious performance problems.

There are several free utilities ( Ethereal is an excellent example) that
will allow you to capture the packets sent to and from your machine.  A look
at this network trace may give you an indication of whether you are getting
excessive fragmentation.  It will also tell you what your protocol overheads
are and show you exactly how much network traffic you are generating.

The bottom line though is really to just send what you absolutely need to
send and only to send it when you absolutely need to send it.

Regards

Richard


On 20/11/2007, Brian <brian.ripoff@xxxxxxxxx> wrote:
>
> The problem could be in the data you are sending. Sending excessive
> data will be slow, there is no way around this. Making an efficient
> network layer is non-trivial, you will need to do a lot of research on
> how current games implement networking. This will give you lots of
> ideas to speed up your system. Google is your friend.
>
> On 20/11/2007, natdaddy senn <natdaddy1230@xxxxxxxxx> wrote:
> > I have made a 3d multilayer game with Biltz3d but when i test it is way
> to
> > slow. pleas if any one know how to fix this pleas help. thanx
> >
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