Date: Mon, 15 May 2000 18:00:48 -0400 Message-Id: <200005152200.SAA25610@envy.delorie.com> From: DJ Delorie 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 X-Mailing-List: djgpp AT delorie DOT com X-Unsubscribes-To: listserv AT delorie DOT com Precedence: bulk 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.