From: Jared Stevens Organization: Lineo Inc. To: djgpp AT delorie DOT com Subject: Re: Network Algorythms Date: Mon, 15 May 2000 16:14:24 -0600 X-Mailer: KMail [version 1.0.21] Content-Type: text/plain References: <200005152200 DOT SAA25610 AT envy DOT delorie DOT com> MIME-Version: 1.0 Message-Id: <00051516174001.01134@sparky.lineo.com> Content-Transfer-Encoding: 8bit Reply-To: djgpp AT delorie DOT com On Mon, 15 May 2000, you wrote: > 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. That's what I was doing before... I have an array of structures that stores the current states of all of the tanks, and so, when I drop packets, that's what happens. I decided later to make it wait for computers in an effort to minimize dopped packets, but it isn't working. The problem I think that I'm having is that when all the computers are sending packets at the same time, it starts flooding the network and I drop packets. I can't figure out how since I'm only sending 44 bytes/packet. I'd think the network would be able to handle more than that. Would the IPX protocol have any effect on this? (I forgot to mention that in my previous message).