You're running into the same latency problems I did
when I tried to do a real-time game in Flash.

The movement's fine, you're correcting for latency
burps fine, but events like someone else stealing the
ball is unpredictable.

I can steal the ball from someone else, bu running
halfway down the field away from everyone, and have
the ball disappear and reappear next to someone else's
icon.

The ball-theft event is incredibly time-sensitive, so
it's very important that people know when and where it
happens.

If you manage to find a workaround to this, post it on
the list, because I really don't think it can be
worked around without using UDP packets, and Flash
doesn't support that, and none of the 3rd party
projector apps allow you enough control over the
packet to make UDP hole punching work, which is what
you need to get past firewalls.


--- Norman Cousineau <[EMAIL PROTECTED]> wrote:

> 
> I recently made a multi-player soccer game prototype
> based on FMS 2.
> The purpose was to test latency...to see how well
> each player keeps up to where they're supposed to be
> on the field.
> 
> To see for yourself, the url is:
> www.soccer.datasfaction.com
> 
> 
> To get the multiplayer effect, open multiple browser
> windows.  That will add players.
> 
> If you can't connect, it could be due to a firewall,
> or too many people connected.
> 
> Feel free to email comments to me.
> 
> Regards,
> Norm C
> 
> 
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