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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