There appears to be a number of MMO's that chose TCP for its underlieing networking as opposed to UDP. Some examples: World of Warcraft, Lineage I/II, Guild Wars, Ragnarok Oโฆ
17ย years, 1ย month ago
There appears to be a number of MMO's that chose TCP for its underlieing networking as opposed to UDP. Some examples: World of Warcraft, Lineage I/II, Guild Wars, Ragnarok Oโฆ
17ย years, 1ย month ago
18ย years, 11ย months ago
But how is collision between players handled so well? It cant be lock-step, since there is no snapping effect (due to receiving collision packet, and re-playing the client-sideโฆ
18ย years, 11ย months ago
18ย years, 11ย months ago
How come there are so many racing games that have successfull multiplayer on a peer-to-peer model, yet hardly any shooters (which are predominantly client/server)? They botโฆ
18ย years, 11ย months ago
I need to create an array of my python objects which has a good random access speed, but I cannot really see what a good way of doing it is; - Lists I assume are implemented asโฆ
20ย years, 1ย month ago
There appears to be a number of MMO's that chose TCP for its underlieing networking as opposed to UDP. Some โฆ
17ย years, 1ย month ago
But how is collision between players handled so well? It cant be lock-step, since there is no snapping effect (due โฆ
18ย years, 11ย months ago
"Mario Kart DS, KartRider, Project Gotham Racing 3"Yep, all those games use a peer-to-peer model from what I read, and โฆ
18ย years, 11ย months ago
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