Original Post
Hello,
i got 2 clients, each running on his own, its a simple tetris like game...
if i dont do anything, they are sync...
the only thing that iam sending over the network is the movement of the cursor and the the switching of two stones!
i thought to solve the problem with packages which contains the gameTime.ElapsedGameTime.Ticks and on the other side/client theres a check routine like: if (package.ElapsedGameTime <= this.ElapsedGameTime)
but i have still problems with synchronisation :/
i read the FAQ, so i came on this idea, what iam doing wrong ?
Can somebody give me some sort of ideas / concepts or hints ?
if there are more information needed, just tell me...
sorry for my english,
Andreas
i got 2 clients, each running on his own, its a simple tetris like game...
if i dont do anything, they are sync...
the only thing that iam sending over the network is the movement of the cursor and the the switching of two stones!
i thought to solve the problem with packages which contains the gameTime.ElapsedGameTime.Ticks and on the other side/client theres a check routine like: if (package.ElapsedGameTime <= this.ElapsedGameTime)
but i have still problems with synchronisation :/
i read the FAQ, so i came on this idea, what iam doing wrong ?
Can somebody give me some sort of ideas / concepts or hints ?
if there are more information needed, just tell me...
sorry for my english,
Andreas