Update devlog and add ability to choose IP address to connect to
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11
README.org
11
README.org
@ -3,7 +3,7 @@ An example of client-side prediction for networked games, as research and
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training for 'Spacewar!'
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** What is this repository for?
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I realized that the current netcode of Spacewar was fine for simply running two
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I realized that the current net-code of Spacewar was fine for simply running two
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instances of the game on the same computer; but it would not hold up to
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latencies of actual networks nor would it be able to do any structured
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communication due to being entirely over UDP. I knew this when writing it, but I
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@ -21,7 +21,7 @@ latency issues, and must be reasonably smooth.
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This will provide a simple enough simulation to learn the techniques, while also
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being similar enough to "Spacewar!" so that it's not too big of a stretch to
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update that project's netcode. It may be cute to have this be some sort of chat
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update that project's net-code. It may be cute to have this be some sort of chat
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program, but that's another project for another day.
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For now, circles moving around in an empty space that move smoothly over network
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@ -56,6 +56,13 @@ packets that aren't tied to the game tick is causing it; I'm going to change
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that. It probably should have been done that way from the start; but I didn't
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really think about that.
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** Entry 06: Fixed it!
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Tying it to the game ticks made it much better. Packet spam was not the way to
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go, and I should have realized that had I thought about it more. I'm now going
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to work on improving the client and separating out the techniques so at the end
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just by changing preprocessor statements you'll be able to see the effects of
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each technique.
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* Notes On Techniques:
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** Entry 00: Where I'm Learning All This From:
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I'm using a series of articles from gabrielgambetta.com, which seem to be well
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