It doesn't have to be constant perfect timing. Basically it more of a casual multi-user scribble-pad. I only need synchronization to automatically clear the canvas every 5 minutes. That's the only thing that needs to be in sync and it can have a second inaccuracy but not much more.
It's working OK now when I get the server time and just make it do the canvas clear on exactly every 3rd minute, there's just about a 2-3 second difference and I'm hoping to get that a little more accurate somehow. On 8/8/07, Joshua Sera <[EMAIL PROTECTED]> wrote: > > Are you trying to do a real-time game? Because I've > been playing around with real-time games with Flash > and Java myself in the last month or so, and so far, > my conclusion is that it's not workable. > > The big reason being that Flash can't handle UDP > packets. TCP/IP is just way too slow to deal with > real-time updates, even if you do have a ton of > bandwidth, because of how many packets get dropped, > and TCP/IP's guarantee that packets arrive in order. > UDP is connectionless, and has no control of when, or > if the packet arrives, meaning less overhead, and less > latency. > > There are 3rd party projectors that have UDP > functionality, but then you have to worry about > firewalls. > > To get past the firewalls, you can use UDP hole > punching, but that requires a level of control over > the packet that none of the projector apps offer, so > basically, if you want to do anything real-time, do it > in C++, or Java. > > --- Mick G <[EMAIL PROTECTED]> wrote: > > > I'm after a little theory here from people who have > > created multi-player > > games before. > > > > I have a java socket-server in place and all the > > functionality of the game > > working fine. I just need a way to synchronize the > > game (as best as I can). > > > > What I'm trying to do is restart a new game every 3 > > minutes. I have a way > > to get the server-time from the java socket server > > as a way of getting a > > constant time, but there is an inconsistency in when > > this time is received > > (sometimes it takes half a second or even a second > > from when it leaves the > > server to when it hits the client. This causes a > > difference at times of up > > to 2 seconds for different users. > > > > Any suggestions on how to handle this? > > _______________________________________________ > > [email protected] > > To change your subscription options or search the > > archive: > > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > > > Brought to you by Fig Leaf Software > > Premier Authorized Adobe Consulting and Training > > http://www.figleaf.com > > http://training.figleaf.com > > > > > > > > ____________________________________________________________________________________ > Shape Yahoo! in your own image. Join our Network Research Panel today! > http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 > > > _______________________________________________ > [email protected] > To change your subscription options or search the archive: > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > Brought to you by Fig Leaf Software > Premier Authorized Adobe Consulting and Training > http://www.figleaf.com > http://training.figleaf.com > _______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com

