Originally Posted By: Dark_samurai
@lostclimate: You don't have to "merge" all data into one packet. This is done by ENet automatically.

ontopic: As you mentioned in the video, 30 frames can pass faster or slower depending on the current framerate. You shouldn't make anything in a game framerate dependent. Use a time period that is the same on every machine, no matter how fast it is.

You can use wait(-...) or time_step for that:
Code:
//....
var time = 0;
while(1)
{
time += time_step;
if(time >= deadreck_time)
{
time = 0;
//Send position updates
}
wait(1);
}



Your project looks really prommising. I'm really looking forward to a beta laugh


I may of said it wrong. In my script I have exactly what you have in the function...

while(){
if(counter >= 30){
send data;
counter = 0;
}
counter +=1;
}

I always thought framerate determined how fast functions run...I may be way off though haha. This kind makes sense...I am the new guy...ahem.

Yea ANet rocks. I have not run into any limitations yet with it and by far it is the most reliable. I rely on ANet to get the info out there to my clients with world data and item data and so far I have not seen any information lost.

Thanks for all the feedback guys.


Current Project: Computer Repair Simulator
https://www.computer-repair-simulator.com