We need your feedback
Hi Cromozon. I haven't a clue who you are but if you're a friend of u9, you're a friend of mine.
@u9, cool IRC chat!
— hartnell
I think model two is probably the best way to go. :)
I think the Quake 3 model is the one :) I myself am strongly against TCP, while Cromozon is is a little pro-TCP
sounds good.
I'm gonna learn a lot from how you guys make SB, so make sure to include detailed documentation. I'm considering makinga c++ server for an MMO, but the client is a game maker client… that makes things tricky. Anyway, I'm gonna look at what methods you guys use for general communication. No matter what language you are using, some basic principals stilll apply.
By the way, how's SB coming?
Coming along slowly but nicely. We are working only one day a week. We have completely rewritten the network part and hopefully on Thursday we will be able to connect clients again… this time without any limits like we had last time :)
So, how's it going so far? I know it's been a while and we've all been insanely busy…but I hope some progress has been made.
Last week we started changing the packet design so the type not is part of the header, this increases flexibility, but it does take up some more bandwidth, I am really looking forward to se how everything is performing though.
Furthermore we have implemented far more connection states in client and server. ~{CONNECTING, SYNCHRONIZING, SYNCHRONIZED, PLAYING}
The transmission pattern (I have to call it something), is more clean, so reception and transmission is separated. This means that what is transmitted is defined by the state, and not a reaction to a incoming message.
I will soon upload some details about the client<->server connection sequence.
Interesting, if I could understand a bit more about what it meant. :P
Looking forward to the next build, keep up the great work. :)