Tag Info

New answers tagged

0

I think what you are asking here is whether to use authoritative servers or non-authoritative servers. Unity network documentation has a nice discussion about each mode. Also if I'm not wrong, some people call semi-authoritative to a mixed approach where some state is handled by the server and some by the client. I think Unity discussion should give you a ...


0

I suggest to have a compromise on frames delivered(fps), anyways without a strong server to handle and maintainance cost building up, you would consider switching to provide players with full functionality of game resources and less(relatively) attention to getting the state quickly.` [I suggest to compromise(slightly) and remain faithful to players] ` ...


1

I am using KryoNet for a Java game i am making. I will sometimes have several hundrets of units at the same time. My approach has been to send frequent unit updates in small UDP packages and use interpolation on the client. I also rarely send larger unit update packes, also via UDP, with information that does not need to update as frequently as position and ...


1

Summary of TCP and UDP UDP: Sends packets as fast as it can and never checks whether or not the packet has been received. Order is not important either. TCP: Packets will be verified and an acknowledge must be received by the endpoint. Packet order matters. Answer Yes, it was discouraged to use TCP in the past for real-time games. It still is, to a ...



Top 50 recent answers are included