Well I can try and explain it a little clearer. Basically what happens in my design model is the client is responsible for it's own collisions, interactions etc, until they effect an area where the is more than a single player.
By that design, I can get away with sending a small ping packet once every minute or two, and then batch the world changes out in sporadic large datagrams. This way we don't need a "connection" in the TCP sense, we only need a route between client and host. The concept is pretty simple really. I'm looking at UDP not as a telephone line (like TCP), but more like FedEx, we can send and recieve packages of updates, but we do so sparingly. Think of this like Chess by Mail :D Regards, On 2/7/07, Andrew Jorgensen <[EMAIL PROTECTED]> wrote:
On 2/6/07, Steve <[EMAIL PROTECTED]> wrote: > Well the reason for using UDP is to see if I could do it using UDP. > Since UDP uses individual datagrams for communications in much the > same way as the mail system works, it makes a whole lot more sense to > me, to use UDP because in my design, my players don't technically need > to have a "connection". I'm confused about this last part, "my players don't technically need to have a "connection". Don't they? Perhaps you could try to explain a little better what you're trying to do? /* PLUG: http://plug.org, #utah on irc.freenode.net Unsubscribe: http://plug.org/mailman/options/plug Don't fear the penguin. */
/* PLUG: http://plug.org, #utah on irc.freenode.net Unsubscribe: http://plug.org/mailman/options/plug Don't fear the penguin. */
