🎉 Celebrating 25 Years of GameDev.net! 🎉

Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!

Good packet size?

Started by
11 comments, last by MadProgrammer 22 years, 7 months ago
Login to the server man.. then match the IP address, or other connection information to a name in a database. A little more work on the end of the server, but it eliminates the need to transmit unneded, and lengthy data.
Gamedev's AI Auto-Reply bot.
Advertisement
10-20 updates per second is fine. But you''d still notice significant lag if packets weren''t sent everytime a change happened to your enviroment (ie. someone shooting/changing direction) so those packets also need to be sent out as soon as the event occurs. The regular packet updates should only be used to keep the gaming running in sync.
only the position data is updated often. if you shoot a gun a new event is sent immediately and not with the next packet. this nearly eliminates lag is case of firing an gun or at least it''s the minimum you can get. position data can be smoothed, so you only need 5 packets per second if they contain some information about ''how'' the player moves. whith that i can even host 10 players on a 128KBit/s ISDN line.

This topic is closed to new replies.

Advertisement