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networking

Started by walkingcarcass Oct 8, 2002 at 3:18 AM 6 replies 250+ views
Original Post
walkingcarcass
walkingcarcass
for multiplayer, my engine will need a tiny bandwidth (<10 bytes per player per frame) but needs reliable latency, even if low capacity. i see streaming audio/video which doesn't stutter, also once a web page begins to load, the data seems to come at a constant rate. if i have a kind of tin-cans-on-a-string connection between two computers instead of packets, can the line be maintained when having an almost constant data stream? another thing, everyone also seems to be using directplay whose approach i dont like. what will i lose using another method eg winsock? ******** A Problem Worthy of Attack Proves It's Worth by Fighting Back [edited by - walkingcarcass on October 9, 2002 11:01:01 AM]
spraff.net: don't laugh, I'm still just starting...
Dean Harding
Dean Harding
Who uses DirectPlay? I don''t know of anyone using it

If I had my way, I''d have all of you shot!


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Cyberdrek
Cyberdrek
quote:
Original post by walkingcarcass
if i have a kind of tin-cans-on-a-string connection between two computers instead of packets, can the line be maintained when having an almost constant data stream?




You should learn the proper terms in order for us to understand what you mean. Right now I''m really confused about what you''re asking. All networks use some type of packets( or rather what people define as packets )....




[Cyberdrek | the last true sorcerer | Spirit Mage - mutedfaith.com]
[Cyberdrek | ]
Qw3r7yU10p!
Qw3r7yU10p!
how have you come up with that figure?

streaming audio/video isn''t using less than 10 bytes per second. it will use whatever bandwidth it can and use the buffer to smooth things out.

i assume you can''t buffer network traffic for an interactive game.
walkingcarcass
walkingcarcass
10 bytes is MY requirements, i was just wondering how large streams of data (eg web page images load smoothly) get such a steady transfer rate when packets can get erratic transfer times. i am asking about SUSTAINED and steady transfers.

ps by "tin-cans-on-a-wire" i just mean a no frills "hey you, take this data" , sorry about my weak terms but im new to network coding. i know now you''re going to tell me to read tutorials, but most are directplay and i asking around for alternatives close to my ideal.

********


A Problem Worthy of Attack
Proves It''s Worth by Fighting Back
spraff.net: don't laugh, I'm still just starting...
Stoffel
Stoffel
quote:
Original post by walkingcarcass
10 bytes is MY requirements, i was just wondering how large streams of data (eg web page images load smoothly) get such a steady transfer rate when packets can get erratic transfer times. i am asking about SUSTAINED and steady transfers.


You''re not guaranteed smooth-loading web-pages unless you''re directly attached to the machine hosting it. Once it goes into internet-land, there can be all kinds of drops, repeats, and out-of-sequence fun things going on. It''s just that if you have a good connection, this all happens very quickly.

Likewise, streaming media buffer up data before starting, and then as the streaming continues, there are lots of hiccups and missed packets and repeats. But if data is being received on whole faster than it''s being send to the user (in the form of the media), odds are that the stream won''t appear interrupted--if a problem occurs, the buffer may empty half-way and then fill up again with the next couple of packets. If the problems are sustained, you get skipping or stalling video on the output of the stream.

If it''s important that all players are synched-up constantly, then you''ll probably have a model like Starcraft used: gameplay halts until all players catch up to the current frame. If this isn''t acceptable, you might have to figure out how to send more data less often and still have the game playable. Or make it LAN-only.

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