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Clients blink when running
#130054
05/15/07 19:09
05/15/07 19:09
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Joined: Jun 2002
Posts: 3,682 Coppell, Texas
Ran Man
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Joined: Jun 2002
Posts: 3,682
Coppell, Texas
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Hi Guys,  I have a working trial version of a game that is "single" player and are now programming it for "MULTIPLAYER" also.  Okay, so I got it to work, both server and clients communicate, but I do notice that when running the player on the CLIENT, that the player does run, but it appears to be blinking slightly. The SERVER is not blinking on the server computer. Question: Okay, so is this normal?  I'm thinking it's normal, because the server has to actually move the player on the network.  Has anybody ever got their player to be able to run around on terrain with trees and not blink? Probably not right? Oh, let me add that this is being run on a LAN. 
Last edited by Ran Man; 05/15/07 19:12.
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Re: Clients blink when running
[Re: Ran Man]
#130055
05/15/07 20:05
05/15/07 20:05
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Joined: Jun 2002
Posts: 3,682 Coppell, Texas
Ran Man
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Joined: Jun 2002
Posts: 3,682
Coppell, Texas
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Any ideas anyone?  Is it normal for our CLIENT players to blink when running? Yes or no? Does anybody actually have a CLIENT player to run around fast with graphics and be "blink" free on a LAN yet? 
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Re: Clients blink when running
[Re: fastlane69]
#130057
05/15/07 20:32
05/15/07 20:32
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Joined: Jun 2002
Posts: 3,682 Coppell, Texas
Ran Man
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Posts: 3,682
Coppell, Texas
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Hi, Oh I see. Thanks.  I'm using the A5 templates and PLAYER_MOVE. It's also in locoweeds barebones code for the "office" level. It works, but just blinks when running fast. Maybe I have to re-code the movement for it and see what that does. Hmmmn. 
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Re: Clients blink when running
[Re: Excessus]
#130059
05/16/07 19:40
05/16/07 19:40
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Joined: Jun 2002
Posts: 3,682 Coppell, Texas
Ran Man
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Coppell, Texas
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It's jerky on the client, but okay on the server. Both, the animations and the movement. I'm afraid to lose customers because of it.  Or maybe my server computer which is a "1.6 GHz" is too slow? I don't know. So, when the client runs or swims, for example, he shuffles from side to side and seems to hessitate in moving forwards.
Last edited by Ran Man; 05/16/07 19:42.
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Re: Clients blink when running
[Re: Ran Man]
#130061
05/17/07 02:32
05/17/07 02:32
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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Quote:
Or maybe my server computer which is a "1.6 GHz" is too slow?
It really all comes down to your architecture.
By this I mean it depends on how heavy you expect the load to be on your server for extended periods of time and how the clients and servers handle it.
In fact, once the MP game is up and running, there are two options for the server. So let's consider the two maximal server loads: heavy and light.
Heavy Load means lots of HD action, many calculations per millisecond, broadband throughputs maxed out, etc. It is being used as an application server or as a database server with thousands of transactions a second. It's resources always skirt the 20% mark and it produces LOTS of heat. In Heavy Load, the server is responsible for messaging AND collisions AND chat AND anything else that makes your game run. In heavy load, you are using a true client/server model with the server doing everything and the client merely translating information for the user.
Light Load means that server resources may occasionally spike but normally stay at or below 20%. It is still the central hub by which all players communicate but it is not doing anything on intelligent. It may sort the messages and prioritize them but it will not open them or perform any game or business logic. In Light Load, the server is managing messaging only (be it chat or system messages). It is routing what clients say and nothing more. In fact, it is little more than an intelligent Router which can set up an "internal" network of 3DGS clients. This is in fact a peer-to-peer implementation of 3DGS with the clients connected to the server the same way they would connect to a router in a LAN party.
So if your game is meant as a peer-to-peer (where client updates other clients), then 1.6 GHz is plenty. But if your game is meant as a client/server (where server updates all clients), then the heavy load on the server makes 1.6 insufficient even for a few players and in LAN.
In your game, when players join the server, does their load increase or does the servers? If the server increased, you are headed to a heavy load model. If your individual clients increased, you are under the light model.
Quote:
so apparently A5 templates are not so good in multiplayer mode maybe?
Are they good in single player mode? 
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