No, that doesn't work. Maybe I didn't explain it well enough: the parameter GameSpeed# (as you call it) given to TOKSIM_Advance() *must* be the SAME for every players on the network AND TOKSIM_Advance *must* be called the SAME number of time per second.
In your case, GameSpeed# will vary at each iteration, and will be never the same on two computers (= different physics!).
The solution that I propose obeys these 2 rules:
- parameter given to TOKSIM_Advance() is
physicsStep# = 0.8/PHYS_FPS
(with PHYS_FPS = 50 for example)
(so the computation is *strictly the same* on every computers)
- TOKSIM_Advance() is called the same number of time per second on every computers thanks to the render tweening. In my example (see above), it's called 50 times/sec (= PHYS_FPS) (only the physics, the rest of the game running at the best available speed)
Hope it helps and explain a bit better the posted example (I have edited this example to make it more clear)...
In your case, GameSpeed# will vary at each iteration, and will be never the same on two computers (= different physics!).
The solution that I propose obeys these 2 rules:
- parameter given to TOKSIM_Advance() is
physicsStep# = 0.8/PHYS_FPS
(with PHYS_FPS = 50 for example)
(so the computation is *strictly the same* on every computers)
- TOKSIM_Advance() is called the same number of time per second on every computers thanks to the render tweening. In my example (see above), it's called 50 times/sec (= PHYS_FPS) (only the physics, the rest of the game running at the best available speed)
Hope it helps and explain a bit better the posted example (I have edited this example to make it more clear)...