SO has delay, because they write on disk.
The best way is make a call to a funciton on the server who calls all
clients and pass the data.  This is faster tham shared object.
 
 
Atte Ruben Sainz de la Maza
AFIP - Dto Internet
 
-----Mensaje original-----
De: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] En nombre
de atila correia
Enviado el: Miércoles, 13 de Diciembre de 2006 12:21 p.m.
Para: [email protected]
Asunto: [Red5] Game Development
 
I'm trying to make a flash game (Tennis Game) using red5. I've made the
shared objects for the players and the ball, everything is fine in my
tests but when i play over the internet there is a natural delay
(because of ping, of course) that i can't fix. I tried to use double hit
confirmation (client and server) but it's not working well. 
 
Any ideas?  

-- 
+++++++++++++++++++++++++++++
Átila Correia Cunha
Resident Microsoft (Center of Technology XML) - Brazil
SCJP, SCWCD, SCJA, SCMAD 
MCP WebApp with C# Certified
Flash Animations, Action Script and Game Developer 
Blender 3D Modeller
www.joystudio.com.br
+++++++++++++++++++++++++++++ 
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