The packet tag has no wiki summary.
6
votes
1answer
136 views
Game Networking Update Packets
So, I've been working on a project for a while which is basically just a little 2D game. The fun/hard part is that I've been trying to make it work as a multiplayer game. Right now, the game is just a ...
1
vote
2answers
250 views
Packet handling system architecture?
I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
0
votes
2answers
550 views
Networking Client Server Packet logic (How they communicate)
I want to know what is the logic behind server client communication through packets for a real time game.
for example the server sends x packets then the client receives x packets and processes them.. ...
1
vote
1answer
921 views
Client-Server RTS networking with lockstep and lag
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
6
votes
3answers
491 views
Networking for RTS games with lockstep using UDP
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
3
votes
2answers
489 views
Elegant way to handle packet loss in a lockstep P2P RTS?
What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network?
For example, let's say it's tick 1000 and player 1 sends a ...
8
votes
4answers
319 views
Can packet latency fluctuate?
Can the time it takes for a packet to be transmitted from a client to the server fluctuate?