Update devlog and add ability to choose IP address to connect to

This commit is contained in:
2023-07-12 23:56:48 +01:00
committed by Barry Kane
parent 4a99f57711
commit 5eb87d804a
2 changed files with 55 additions and 22 deletions

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@ -3,7 +3,7 @@ An example of client-side prediction for networked games, as research and
training for 'Spacewar!'
** What is this repository for?
I realized that the current netcode of Spacewar was fine for simply running two
I realized that the current net-code of Spacewar was fine for simply running two
instances of the game on the same computer; but it would not hold up to
latencies of actual networks nor would it be able to do any structured
communication due to being entirely over UDP. I knew this when writing it, but I
@ -21,7 +21,7 @@ latency issues, and must be reasonably smooth.
This will provide a simple enough simulation to learn the techniques, while also
being similar enough to "Spacewar!" so that it's not too big of a stretch to
update that project's netcode. It may be cute to have this be some sort of chat
update that project's net-code. It may be cute to have this be some sort of chat
program, but that's another project for another day.
For now, circles moving around in an empty space that move smoothly over network
@ -56,6 +56,13 @@ packets that aren't tied to the game tick is causing it; I'm going to change
that. It probably should have been done that way from the start; but I didn't
really think about that.
** Entry 06: Fixed it!
Tying it to the game ticks made it much better. Packet spam was not the way to
go, and I should have realized that had I thought about it more. I'm now going
to work on improving the client and separating out the techniques so at the end
just by changing preprocessor statements you'll be able to see the effects of
each technique.
* Notes On Techniques:
** Entry 00: Where I'm Learning All This From:
I'm using a series of articles from gabrielgambetta.com, which seem to be well