On 5/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
What to do with current networks code in WZ? Try to fix, any one good at network code/problems in latency/sych? Or should we just use game network libs that is open source that handle code for dial modem users or LAN users? I know we talk abouts this before, but nothing I recall was said about what to do/use? These I find that we may be able to work with, http://www.opentnl.org/faq.php is C++ & GPL works with Mac, window,linux. HawkNL http://www.hawksoft.com/hawknl/ LGPL, mac, window, linux http://www.zoidcom.com/ Free no comercial use, windows, linux, no mac source? http://www.rakkarsoft.com/ Not GPL anymore, it is Creative Commons Attribution ? http://sourceforge.net/projects/zige/ windows/linux BSD license C/C++ http://twistedmatrix.com/projects/core/ Python, so works for all ? http://www.libsdl.org/projects/SDL_net/ We use this now.
After looking at both gamelogics and netcode of wz relatively extensively,I figured out that it's not only netcode that makes wz unplayable in MP,but also the non-constant gamelogics update rate makes the synchronization process impossible,because the PC spec varies from player to player in a mp game. IMO we will need to fix the non-constant gameframe problem first and see the results of such fix before trying to rewrite the netcode,maybe the net desynchronize is 'suddenly' fixed once we fix the gameframe stuff...
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