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- Started on the network lobby.
- Wrote several networking-related classes.
- Wrote a prototype that uses these classes to set up a lobby.
-- ChrisWilson - 20 Nov 2004
- Kept working on networking.
-- ChrisWilson - 21 Nov 2004
- Network lobby is mostly functional -- good enough for some testing.
- Started work on implementing network support for actual game.
-- ChrisWilson - 22 Nov 2004
- Finished a prototype of the game with networking support using a TCP client/host model, only to discover that the latency is ridiculous, slowing the game down to about 3fps and making it unplayable. Will have to develop a new implementation for networking...
-- ChrisWilson - 23-24 Nov 2004
- Finished a prototype of the game with networking support using UDP, peer-to-peer multicasting model. The prototype only supports two players, but works pretty well. No problems with latency this time, the game still runs at 60fps. Did discover some problems with networking:
- Bounce data gets lost somewhere. So collisions occur, but the bounce is aborted almost as soon as it begins.
- Our timer runs at a different speed on different machines, so although the karts are synchronized, the one controlled by the faster machine drives faster.
- Both karts try to take the same starting location.
-- ChrisWilson - 24-25 Nov 2004 |