Silver Sonic
Member
I decided to try out netgames recently. It is pretty fun however there are some things that are bugging me. Overall it is not a fluent experience eventhough having a stable connection. I guess it is due to the code base being old and not to be conceptualized to transmit this many states. Every time a new player joined the whole game froze. And when a player with a particularly bad latency joined the game seemed to regularly freeze. While I knew these issues from 10 years ago I didn't expect them to be this apparent still.
I am really not trying to sound like a smartass here but shouldn't this be against the very idea of UDP being a connectionless protocol to wait for other clients currently connected? All too often the game would switch into resync mode. Maybe some precision could be sacrificed for a better overall experience.
Also have you considered establishing a peer 2 peer mode? I know this to be working exceptionally well in the game Cube 2: Sauerbraten.
Coming from my humble self having never programmed a netgame stack I know it must sound really smartassy and demanding (please excuse me) but I am curious on your opinions about this.
I am really not trying to sound like a smartass here but shouldn't this be against the very idea of UDP being a connectionless protocol to wait for other clients currently connected? All too often the game would switch into resync mode. Maybe some precision could be sacrificed for a better overall experience.
Also have you considered establishing a peer 2 peer mode? I know this to be working exceptionally well in the game Cube 2: Sauerbraten.
Coming from my humble self having never programmed a netgame stack I know it must sound really smartassy and demanding (please excuse me) but I am curious on your opinions about this.