Timeline for Net code: What are your expected and max latency and packet loss targets?
Current License: CC BY-SA 2.5
7 events
when toggle format | what | by | license | comment | |
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Dec 20, 2010 at 0:44 | comment | added | stonemetal | @ Joe Wreschnig It is just me fooling around in my basement there is no expected player base. I was just wondering what were realistic targets to aim for. | |
Dec 20, 2010 at 0:34 | vote | accept | stonemetal | ||
Dec 19, 2010 at 23:56 | answer | added | coderanger | timeline score: 5 | |
Dec 19, 2010 at 23:24 | comment | added | Hendrik Brummermann | I suggest to try it out with two or more real internet connections instead of using simulation with guessed parameters. | |
Dec 19, 2010 at 22:21 | comment | added | user744 | I'm hoping someone with more networking experience than me chimes in, but one thing to be aware of is the expected geography of your player base. The latency requirement for a LAN party game is different than something that runs for 8-16 random players over the Internet, is different than your global MMO hosted in Boston which gets connections from Taiwan. | |
Dec 19, 2010 at 22:14 | history | edited | Jesse Dorsey |
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Dec 19, 2010 at 16:04 | history | asked | stonemetal | CC BY-SA 2.5 |