R
Robert
Guest
Hello, I'll try and keep my questions short, so please bare with me. When it comes to writing network code I am still trying to wrap my head around some of the basic things. Reading through the networking documentation in the manual and a couple tutorials has helped a lot and when it comes to buffers and the actual mechanics to sending data over the server I pretty much got the basics down. However, I am still trying to understand some fundamental things about network coding for me to really start working with it.
1) Local Co-Op, how does this work? Is this done by also using the network async event and the network functions?
2) Should the client and server be two different applications? So when a player goes to start a new hosted game then the current running game (the client) would launch the server application (a totally different application on the computer)? Or should they be bundled into the same application?
3) Lets say I have two players in a game and one shoots a bullet. Should I then have the bullet object send a packet every step to the server with its position details so that it can be drawn back on the clients applications, or should I instead just send the bullets direction and speed once on create and then have the clients application motion_set() the object? In terms of efficiency I would think just send the pos and dir on create, but then I feel like that could lead to problems.
4) Lag. I haven't done much yet with networking in GM aside from some simple demos and tutorials so I havne't been able to really test how good works. However I did try the GM Net package from the market place and while it worked pretty well I noticed some rather bad lagging. This was also playing over my local network so I feel like it really shouldn't of had any lag and I am worried that at it's core it might be just that GM doesn't have good networking support. So, my question is, should I expect large spikes and frequent lagging or could this just be from how the default GM Net demos not being optimized properly or efficiently?
1) Local Co-Op, how does this work? Is this done by also using the network async event and the network functions?
2) Should the client and server be two different applications? So when a player goes to start a new hosted game then the current running game (the client) would launch the server application (a totally different application on the computer)? Or should they be bundled into the same application?
3) Lets say I have two players in a game and one shoots a bullet. Should I then have the bullet object send a packet every step to the server with its position details so that it can be drawn back on the clients applications, or should I instead just send the bullets direction and speed once on create and then have the clients application motion_set() the object? In terms of efficiency I would think just send the pos and dir on create, but then I feel like that could lead to problems.
4) Lag. I haven't done much yet with networking in GM aside from some simple demos and tutorials so I havne't been able to really test how good works. However I did try the GM Net package from the market place and while it worked pretty well I noticed some rather bad lagging. This was also playing over my local network so I feel like it really shouldn't of had any lag and I am worried that at it's core it might be just that GM doesn't have good networking support. So, my question is, should I expect large spikes and frequent lagging or could this just be from how the default GM Net demos not being optimized properly or efficiently?