Search found 5 matches
- Tue Sep 23, 2008 3:02 pm
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11827
Yep, dead reckoning would be the way to predict the position. Every state that the server sends will cause a new evaluation of the state the client sees. In the best cases this would just verify the predicted calculated positions. In the worst you will see a jump in position. I used the networking i...
- Tue Sep 23, 2008 10:41 am
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11827
I guess I have not made myself clear here (english is not my first language :-( ) The internal states are updated 25 times a second, but only real changes are propagated to the clients. Meaning, only if you change the rotation or increase the speed, fire a weapon etc. E.g. If you have an asteroid fl...
- Tue Sep 23, 2008 8:55 am
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11827
- Tue Sep 23, 2008 8:31 am
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11827
Well I have put some thought into it and I have a few questions to see if this approach is feasible. I am thinking about 1 Master server that does the heavy non time critical network stuff with TCP. Like login, player storage in a database, keeping track of planets and such. 1-several slave servers ...
- Thu Sep 18, 2008 11:55 am
- Forum: Discussion
- Topic: oolite-multiplayer
- Replies: 40
- Views: 11827