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Networking Data Transfers!
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I don''t think you have to send every click, but every ''action'' the user makes (including a synchronized timestamp) should do fairly well. For example, in order to build a unit, you usually select a building unit, choose a building and a place where to build it. For this you would just send the information (encoded in whatever scheme you use)
Also, moving a unit would only involve something like:
< player P moves unit U to position POS>
The simulation of these commands would then be done on each machine seperately. Also, after a certain number of game slices you might try to synch both simulations in order to make sure that everything is OK. Here you might also just synch the parts which have been modified.
BTW, this is the wrong forum to post this message to!! Try general game discussion or networking.
- MK42
Also, moving a unit would only involve something like:
< player P moves unit U to position POS>
The simulation of these commands would then be done on each machine seperately. Also, after a certain number of game slices you might try to synch both simulations in order to make sure that everything is OK. Here you might also just synch the parts which have been modified.
BTW, this is the wrong forum to post this message to!! Try general game discussion or networking.
- MK42
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