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by cnikiel
Tue Sep 23, 2008 3:02 pm
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11668

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...
by cnikiel
Tue Sep 23, 2008 10:41 am
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11668

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...
by cnikiel
Tue Sep 23, 2008 8:55 am
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11668

I doubt that one could write an OXP that would do this.
So it has to be an enhanced oolite client.

And currently none of the stuff I have talked about is coded at all.
This is tossing out some ideas to see if this is feasible.

I would like to get some developers comments about the state ideas.
by cnikiel
Tue Sep 23, 2008 8:31 am
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11668

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 ...
by cnikiel
Thu Sep 18, 2008 11:55 am
Forum: Discussion
Topic: oolite-multiplayer
Replies: 40
Views: 11668

Hi Cybertiger,
have you made any progress in getting the network multiplayer code working?
I have been thinking about some multiplayer code myself and would like to know if there might be any way of joining the effort.
Best regards,
CarsteN