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Mail Archives: djgpp/2000/05/15/18:16:53

Date: Mon, 15 May 2000 18:00:48 -0400
Message-Id: <200005152200.SAA25610@envy.delorie.com>
From: DJ Delorie <dj AT delorie DOT com>
To: djgpp AT delorie DOT com
In-reply-to: <00051514442800.00617@sparky.lineo.com> (message from Jared
Stevens on Mon, 15 May 2000 14:39:41 -0600)
Subject: Re: Network Algorythms
References: <00051514442800 DOT 00617 AT sparky DOT lineo DOT com>
Reply-To: djgpp AT delorie DOT com
Errors-To: nobody AT delorie DOT com
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Try sending the packets asynchronously.  That is, each computer sends
out a packet per frame, regardless of what packets it's gotten from
the other computers.  As packets come in from other computers, update
those player's information, but when it comes time to draw the screen,
just use whatever information you already have (rather than waiting).
That way, if one computer crashes, the only effect on the others is
that that player will seem to just freeze.

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