Thanks again for feedback Christian! On 4 April 2011 21:22, Christian Van Brussel <[email protected]> wrote: > > That's it. And such a solution should be found and implemented for almost > all propclasses (or at least for the most used ones).
Once I have done a couple, it should be easy to roll out to others. > > Note that iPcLinearMovement already implements dead reckoning, but this > can probably be improved. > This is useful. > > But ENET will resend the same packet that was made for some time ago, and > this won't include the changes that have happened in the game since then. > I believe this is not entirely true. enet_packet_create(p_data, data_length, ENET_PACKET_FLAG_UNSEQUENCED); Will create a packet that when sent, will never be resent, no acknowledgement will be returned, etc. No quality of service control what so ever. http://enet.bespin.org/Features.html "For unreliable packets, ENet will simply discard the lower sequence number packet if a packet with a higher sequence number has already been delivered. This allows the packets to be dispatched immediately as they arrive, and reduce latency of unreliable packets to an absolute minimum." > A good UDP game layer should resend the packets delta compressed against > the last time that was ackowledged, and this packet will be different each > time it is re-sent since it will be kept up-to-date. Agreed. this is the Quake 3 method I was referencing. > >> Can I ask who this is? > > You can usually find that kind of information in the header of the source > files :p > haha you have been found out :p Ok thanks for the feedback. I think a job for tomorrow is to revise my proposal to focus on step 3. Best wishes, Dan ------------------------------------------------------------------------------ Xperia(TM) PLAY It's a major breakthrough. An authentic gaming smartphone on the nation's most reliable network. And it wants your games. http://p.sf.net/sfu/verizon-sfdev _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[email protected]?subject=unsubscribe
