Hi, I'm thinking about how one would go about using distributed objects in an action game, and I'd love your input before spending what seems to possibly be a lot of time to make this work, and then being disappointed with the issues that arise.
Has someone successfully used distributed objects in situations that do not require successful transmission? I'm looking at Apple's documentation, and it appears to me that most of what I need to do is instantiate a SOCK_DGRAM-typed NSSocketPort and use that as a transmission medium, and then use asynchronous messages. However, there appear to be timeout and other checks involved. Is it possible to use distributed objects messaging over UDP? If I use it combined with asynchronous messages, can I count on various checks not intervening? Or would I be better off using plain, old BSD sockets directly? It seems to me a possibly interesting approach in context of an action game: clients could simply issue messages such as -setPosition:, -setDirection: and -fireBullet: to the server, and the server could track this information and then broadcast processed information to other client via similar -setPosition:, -setDirection: and other messages, instead of doing the same thing the "old fashioned" way of encoding these directives manually. Using TCP is probably a bad idea since high-frequency messages such as positioning and movement is usually treated as droppable in FPSes and other action games, and is usually recoverable in the very next received packet. I'd use a second communications channel based on TCP solely for high-reliability messages such as firing a bullet, or sending a chat message. What are your thoughts? Is this approach sound and reasonable? -- Ivan Vučica - [email protected] _______________________________________________ Discuss-gnustep mailing list [email protected] https://lists.gnu.org/mailman/listinfo/discuss-gnustep
