Hi Tom, thanks for the run down. Yes, I brought that point up as I'd
been doing a bit of reading on the web about latency and packet loss
causing strange effects in some online games depending on the way they
updated clients. I'd seen some of the sorts of things I was reading about
in Quake occasionally, but with the current generally faster connections
people are using, I'm not sure it will be much of an issue. I mentioned it
as the scenario you mentioned, reminded me...
Anyway, it was more a comment rather than a concern. <smile>
Again though, thanks for the run down of the game loop. Am still
designing what I want to do, so we'll see how I end up implementing all
this!... <smile>
Have a great day!...
Smiles,
Cara
At 07:24 PM 12/28/2006 -0500, you wrote:
>Hi Cara,
>I am certain you will get some latency, in updating the sound listener,
>but how much really depends on the connection speed of the network
>connection.
>At any rate the client must have it's own listener object to position
>sounds locally. The server side app won't need one. All the client needs
>to know is the location of all the sounds of the other players or items
>and position the sounds accordingly in the 3d listener.
>This is information you will have to obtain from your server side
>application anyway so you can update the listener as soon as you obtain
>the information from the server in your game loop.
>Your game loop might be like this.
>
>while (playing == true)
>{
>
>//// Update all data from the server.
>UpdateServerData();
>
>// Update the listener.
>UpdateListener();
>
>// Do something based on the server data.
>UpdateGame();
>
>// Wait here 10 MS.
>Wait(10);
>}
>
>
>
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