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Gaming > Development Programming Misc > Re: create a ne...
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Re: create a network game, where to begin ?

by timor.super@[EMAIL PROTECTED] May 17, 2007 at 11:01 PM

On 18 mai, 06:11, "Jim Langston" <tazmas...@[EMAIL PROTECTED]
> wrote:
> <timor.su...@[EMAIL PROTECTED]
> wrote in message
>
> news:1179340725.032443.117080@[EMAIL PROTECTED]
>
>
>
> > Hi all,
>
> > I'm a developper that knows some things about software programming,
> > but nothing about game programming.
>
> > I would like to know concept of network game programming. books,
> > articles, ... are welcome
>
> > For example, let me know if it's the good strategy :
>
> > I would like to create a 2 players game, very simple for beginning.
> > The purpose is to establish the network engine.
>
> > What i want to do, on a screen, 2 players (2 sprites), and each player
> > can move his sprite, and each player can see his player and the other
> > one too.
>
> > So, what i've done :
> > - a server that broadcast the message to the others players (in my
> > case, to the only one other player)
> > - 2 clients that :
> >     - can move a sprite when moving pad and send position to the
> > serveur
> >     - can listen to the server, receving the position and display the
> > other sprite at the position
>
> > I've try something like this, but I encounter a lot of slowness .
>
> > My question is : is this the good philosophy ?
> > I try to send data trough network (wifi capability), but despite the
> > very little amount of data sended, the game is too slow.
> > How can real game do with sending many many data during a game ?
>
> > Thanks for your answers.
>
> Basically, that's how it works.  A client sends a message to the server
> saying, "I'm moving to X,Y,Z".  The server checks and makes sure it's a
> legal move, if so sends the information to all (see note) clients in the
> area that player A moved to X,Y,Z.
>
> Now, with internet lag the way it is, this can take some time.A ping
time to
> a game server under 100ms is considered good (for some games).  Lower is
> better of course.  So, client A sends message which takes 100ms (1/10
> second) to reach the server.  The server confirms the move and sends to
the
> client(s) the move.  Which takes 100ms to reach them.  This is 2/10 of a
> second or 1/5 of a second.  With this type of movment a player will seem
to
> jump from place to place.
>
> What a lot of games do is some type of prediction or timing.  For a 3D
game
> it may be more like client A sends to server I'm moving toward X,Y,Z.
> Server checks the speed of the character.  Sends to clients, Player A
moving
> to X,Y,Z at speed so and so.  It may give some timing information (or
not).
> Now, at this points the clients can figure out where player A will be
> between the 1/5 jumps.  It starts at X1,Y1,Z1 going to X2,Y2,Z2 which
will
> take 1 second to get there (or whatever).  It can then predict where
that
> client will be at any given time, and show them there.
>
> This can be seen in some games when you see another player move across
the
> screen, then run back to a previous postion.  What actually happened was
the
> client said they were running toward X,Y,Z, the server sent messages
saying
> they were running, then somewhere a lag spike happened.  Maybe player
A's
> computer lagged and had sent the message to stop running, the the server
> didnt' get it for a second or two.  Or the server to your client lagged
out
> and your client never received the message they stopped running. 
Eventually
> the server sends the message that player A is actually at X3,Y3,Z3 and
your
> client says, hmm, I see them way over here, better move them back.
>
> You can usually never have each client know exactly where other
> characters/mobs are at any given millisecond, but you can make it appear
as
> if the client actually does know.
>
> Try a google link for
> prediction game server client
> and look at the
results.http://www.google.com/search?hl=en&q=prediction+game+server+client
> The first hit seems interesting although I didn't read it.  Its titled
> "Latency Compensating Methods in Client/Server In-game Protocol Design
and
> Optimization"http://www.resourcecode.de/stuff/clientsideprediction.pdf

thanks all for your answers ... it's seems to be more difficult than
want i thought.
In fact, i'm almost sure that i'm saturate the network by sending the
position each time it changes, that means, during the time i'm holding
the arrow key, my sprite is moving, and each moves send a position.
To go from pos (1,1) to pos (100, 1), i'm sending 50 positions (moves
increments position by 2).
Should i limit the number of positions ? Should i send the positions
only at a certain date ? (for example each 500 ms ?)

thanks for your help
 




 6 Posts in Topic:
create a network game, where to begin ?
timor.super@[EMAIL PROTEC  2007-05-16 11:38:45 
Re: create a network game, where to begin ?
Geoffrey Summerhayes <  2007-05-17 10:19:24 
Re: create a network game, where to begin ?
nathan@[EMAIL PROTECTED]   2007-05-17 17:31:24 
Re: create a network game, where to begin ?
"Jim Langston"   2007-05-17 21:11:15 
Re: create a network game, where to begin ?
timor.super@[EMAIL PROTEC  2007-05-17 23:01:32 
Re: create a network game, where to begin ?
"Jim Langston"   2007-05-29 00:54:02 

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