[pythian] Re: CODE - Network

  • From: "Steven Soroka" <ssoroka@xxxxxxxxxx>
  • To: <pythian@xxxxxxxxxxxxx>
  • Date: Tue, 30 Jul 2002 11:02:27 -0500

This sounds like a bad idea.. although I can't explain why. :)

> -----Original Message-----
> From: pythian-bounce@xxxxxxxxxxxxx
> [mailto:pythian-bounce@xxxxxxxxxxxxx]On Behalf Of Robert Giddings
> Sent: Tuesday, July 30, 2002 4:08 AM
> To: pythian@xxxxxxxxxxxxx
> Subject: [pythian] Re: CODE - Network
> 
> 
> 
> Hi Kamil,
> 
> We could just lock the framerate of the game to 30fps. Which 
> I would think 
> 90% of the computers in the world today could handle. And if 
> they can't, 
> well their just have coppy graphics.
> Anyway back to the point. That way both the server and 90% of 
> the clients 
> will have the same framerate, and so you won't need to worry about 
> synchronizing them.
> 
> Rob G.
> 
> >The fact I am more concerned about is that both server and 
> clients will 
> >have
> >surely different framerates, which is the hard thing on 
> synchronizing 
> >frames
> >(not scenes e.g. 12times per second). Frame synch is about 
> to resetup the
> >frame UDP indication array offset and to synchronize the 
> timings. If one
> >server frame processed in the same time as three client 
> frames (which will
> >not happed as the server has no graphics to process - but it 
> has NO. PLAYER
> >times physics etc.), the server would need to process al 
> three infos about
> >frame changes. This means we need to send the exact timings 
> each frame and
> >then the server would use these timings to merge the infos 
> and process
> >physics. I think it will be a problem and I see this as a 
> potential cheat
> >source (as everything should be cheat-proof).
> 
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