Hi all,
I've just started to take a look at some of the DirectPlay (TCP/IP) commands to see if I can get a multiplayer game going. I've written a simple test app that shows two squares on the screen, one controlled by the host, one by the joining computer. It works fine, but the movement of the remote players square is quite 'laggy' and stuttery. I've changed it so it only sends a net message when either the x or y values change which helped a bit, but is there other ways to optimize this sort of net code to make it virtually lag-free?
Thanks!
I've just started to take a look at some of the DirectPlay (TCP/IP) commands to see if I can get a multiplayer game going. I've written a simple test app that shows two squares on the screen, one controlled by the host, one by the joining computer. It works fine, but the movement of the remote players square is quite 'laggy' and stuttery. I've changed it so it only sends a net message when either the x or y values change which helped a bit, but is there other ways to optimize this sort of net code to make it virtually lag-free?
Thanks!