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). > > _________________________________________________________________ > MSN Photos is the easiest way to share and print your photos: > http://photos.msn.com/support/worldwide.aspx > > >